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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246355 times)

Robsoie

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2460 on: August 16, 2010, 11:51:17 pm »

DK is the only one for me, and it's a trial to run it - badly - on XP, and impossible on later OSs. It basically only runs perfectly on Win95, even Win98 doesn't handle it properly.

//offtopic
There's a KeeperFX that is a modification (more like a whole recoding in fact) of DK1 made to run on modern OS , multiple resolution and adds several features and it is open source.
//end of offtopic


Those shaded walls on your mockup screenshot are amazing WormSlayer.
« Last Edit: August 16, 2010, 11:53:55 pm by Robsoie »
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WormSlayer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2461 on: August 17, 2010, 12:14:19 am »

The full download for KeeperFX seems to be dead :(
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ginsweater

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2462 on: August 17, 2010, 12:15:04 am »

Also more than walls casting shadows, I wanted to do this:


That one's easy in theory - just put the shadow on unrevealed tiles instead of walls:
Spoiler (click to show/hide)

But figuring out "unrevealed tiles" is more of a challenge - to make that picture, I set shadows on tile 32 (space) which has interesting effects on the interface:
Spoiler (click to show/hide)

And the cursor gets a bit lost in all this blackness:
Spoiler (click to show/hide)
« Last Edit: August 17, 2010, 02:47:27 am by ginsweater »
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ginsweater

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2463 on: August 17, 2010, 12:25:58 am »

Excellent, if you could add netcf gui for shader edit/change(something like MGE for Morrowind, if i remember right) when idea consolidates.

Yeah, right now I have to restart the engine to change shaders - it's pretty painful. A RenderMonkey plugin or something would be pretty neat, but time-consuming to write. (And Windows-only, too.)

You are very near to adding visual candy like torch light ambient areas, if only (1 of)shader(s) would work for exact(set) tile on given world area...omg.
Extraploating idea - you are close to make night/day OUTSIDE possible(if you could hook time lapse in some way + above about light sources), are you aware of that?

Yeah, post effects are fun! Lighting opens up a lot of cans of worms, though - the tilesets use all these bright primary colors (for good reason!) so you'd have to be careful not to get hue-shifting. And in any case, there's still nothing to cue lighting effects... libgraphics doesn't know if a tile is outside or inside, what the weather is...
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Deon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2464 on: August 17, 2010, 05:53:23 am »

Also more than walls casting shadows, I wanted to do this:

I would REALLY love it.

Also, grats with the new avatar, Baughn :).
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Ratbert_CP

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2465 on: August 17, 2010, 09:06:42 am »

Ummm...  Just thinking out loud here...  If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors?  Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?

Just thinking out loud...

BTW, IH and WS are doing a most excellent job!  If my monitor had better resolution, I wouldn't even think of another tileset...
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Robsoie

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2466 on: August 17, 2010, 09:13:06 am »

The full download for KeeperFX seems to be dead :(

//off topic
that mirror is not dead
but be sure to get the patches that are always up too, that fixes some problems of the main release.
//off topic
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Baughn

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2467 on: August 17, 2010, 09:38:05 am »

Ummm...  Just thinking out loud here...  If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors?  Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?
Yes, sure, that would be pretty easy. I'll accept patches. ^_^

But seriously, that's what text mode is for. Though I suppose graphics might be a handy ability, it'd take a lot of gruntwork.
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Ratbert_CP

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2468 on: August 17, 2010, 09:58:48 am »

Ummm...  Just thinking out loud here...  If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors?  Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?
Yes, sure, that would be pretty easy. I'll accept patches. ^_^

But seriously, that's what text mode is for. Though I suppose graphics might be a handy ability, it'd take a lot of gruntwork.

But how much info is passed via text mode?  I suppose it would be possible to read in the raws, then back out the ASCII/color combination for each tile to figure out what it is...  And that's effectively what you're doing...  Hmmm...  I guess I'm wondering if it's possible to sneak in even earlier in the text mode pipe, and get the data even before the curses lib gets it.  And then port it to the Windows client...  :)
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WormSlayer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2469 on: August 17, 2010, 01:54:31 pm »

That looks pretty good ginsweater! But yeah making sure it always works correctly is a bit more tricky :P

Once Baughn gets the font rendering working we can ignore any side effects with the text.

But how much info is passed via text mode?

Pretty sure its just [character, foreground, background]
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Baughn

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2470 on: August 17, 2010, 02:01:53 pm »

Same as with every other mode. The only real difference is that you can't combine text and graphics. :P
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Vince

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2471 on: August 18, 2010, 05:32:10 am »

Just got an idea:
Different tiles for different zoom levels? Would that be possible?
So we could have something like this if we really wanted (minus the perspective perhaps)?
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2472 on: August 18, 2010, 06:15:54 am »

The full download for KeeperFX seems to be dead :(

//off topic
that mirror is not dead
but be sure to get the patches that are always up too, that fixes some problems of the main release.
//off topic

Thanks for posting about KeeperFX! Had never heard of it. This is mindblowing. DK is literally my favourite game ever, if it actually runs on Vista I will be impressed.
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Deon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2473 on: August 18, 2010, 06:17:25 am »

Just got an idea:
Different tiles for different zoom levels? Would that be possible?
So we could have something like this if we really wanted (minus the perspective perhaps)?
That's actually an awesome idea. It would require lots of work, but being able to change 18px dwarves into 6px dwarves would be awesome for quick zooming without weird resizing by the program. That's what all modern games do with 3d objects.
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2474 on: August 18, 2010, 06:22:12 am »

Is that DF graphics mock up or is from some game? Nice art.
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