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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1233752 times)

Robsoie

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2565 on: August 19, 2010, 10:32:56 pm »

Trying to use this kind of water display :


I have tried to rework the water/blood tile :
Spoiler (click to show/hide)
So far made only the same tile for the 2 ones that the water use, so it is rather non animated.

The tile itself if someone wants to try to work his pixel skills on it to improve the result

« Last Edit: August 19, 2010, 10:35:36 pm by Robsoie »
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Aklyon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2566 on: August 19, 2010, 10:46:45 pm »

With that style, the white water looks like cobblestone.
Is there a seperate paved road tile? That might look nice.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Deon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2567 on: August 19, 2010, 11:31:09 pm »

Yep, 18x18 tiles are better with cartoon/drawn water rather than textures. I'm yet to see anything better than current Ironhand water.
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KillHour

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2568 on: August 20, 2010, 12:44:11 am »

How about this for water?



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Deon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2569 on: August 20, 2010, 01:34:45 am »

I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?

It's not that old...

I've got a 2GHz dual-core with 3GB RAM and a Geforce 7900 GS. I can run 3v3 Supreme Commander on not-lowest settings, but the card lacks the extensions you specified and the motherboard uses AGP so I can't upgrade any further. My framerate in DF is fine, though I've yet to hit the 200 dwarf population cap...

I can top that. 32b CPU (Athlon XP 3000+) with 2GB and a 7600GT. I play Oblivion with 230+ active mods (including OBSE-mods) and a handpicked set of texture upgrades - not perfectly fluid, but 15-25 fps, which I consider perfectly playable. But the GPU won't run OGL3.x either - and I prefer food on the table over a roguelike on steroids.  :P

*Edit* And yay for pirate skulls'n'bones.
I have athlon3200+ with 1Gb ram and geforce9800. :) So yeah. I find it nice because most games run fine.

How about this for water?




Could you show it in the game?
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Stakudomer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2570 on: August 20, 2010, 01:54:48 am »

Just genned a new world with this and embarked. Didn't have time to do much other than look around the map and give my Starting Seven custom professions, but I noticed one of them likes llamas.  :)

I also noticed I forgot to bring any dogs.  :(

Are there any plans to make ores and coal look different from regular rock while still in the ground? They look really nice right now, but they're also hard to spot.  (especially if you're not used to the tileset yet) There's also a really light soil type that looks a lot like rock. I may need to take some screenshots later. Native platinum sticks out really well, though.

Overall, I'm not sure what I think of this tileset yet. The way everything seems to blend together makes it harder to tell tiles apart, so I feel like I don't know where stuff is. On the other hand, that same effect makes the scenery as a whole a lot prettier. I probably just need time to get used to it, so I'll keep playing and see how it goes.
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2571 on: August 20, 2010, 07:46:20 am »

Since everyone hates on the skull corpses, how about cliché skull n crossbones? :P


Better than the talking-skull-from-Planescape :) But I still think it looks out of place in a realistic set. Maybe you could make a proper 'pile o' bones' that looked like a picked over corpse.
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Vince

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2572 on: August 20, 2010, 09:17:52 am »

Better than the talking-skull-from-Planescape :) But I still think it looks out of place in a realistic set. Maybe you could make a proper 'pile o' bones' that looked like a picked over corpse.
I agree.
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Deon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2573 on: August 20, 2010, 11:13:24 am »

Yep, it looks funny but not appropriate.
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Maldevious

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2574 on: August 20, 2010, 11:31:20 am »

What if you took the top bones off and made it a skull on a pile of bones? That might look alright.
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McBeer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2575 on: August 20, 2010, 11:33:53 am »

..just use tile from DFG, imo. It's exactly as it should be.
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KillHour

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2576 on: August 20, 2010, 11:41:45 am »

Could you show it in the game?

Sure, here:

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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2577 on: August 20, 2010, 11:45:05 am »

I like that ^
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Aklyon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2578 on: August 20, 2010, 11:54:18 am »

I dont.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Robsoie

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2579 on: August 20, 2010, 11:56:38 am »

I noticed in the tileset there is a tile used for some rock in the process of being destroyed that could maybe render good as water/blood too.
Spoiler (click to show/hide)

If you want to try and see how the animation of the water render, here is the 0.48 tileset with the 2 water tiles setup :
Spoiler (click to show/hide)
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