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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246670 times)

hoyohoyo9

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4710 on: July 11, 2014, 09:43:32 am »

Updated to 0.40.02

http://dffd.wimbli.com/file.php?id=8747

Minor issue persists.

I made an account to tell you how awesome you are.
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Harmonica

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4711 on: July 13, 2014, 12:24:23 pm »

Thanks for doing that GoldenShadow! I started to do it myself then thought I'd check to see if someone had saved me the effort ;)

This is still my favourite tileset after all these years, I remember when Ironhand first discovered the tilemagic and starting pumping out great tiles.

For that reason, in fact, I'm noticing some oddities with some tiles in DF2014, but I don't know if it's the new version or things that have changed in the few years since I last played. For one, I remember a neat thing about Ironhand's set (and I'm sure many other sets) was that plants like Stawberries showed their coloured berries. Well, at first with this I had crates in place of most plants, but even after changing the growth tile I'm getting just solid red plants (maybe I used the wrong tile? - I used 252).

I also remembered the colours being a lot different (less pure), but I don't know if that was Ironhand's doing in the past or simply myself having changed the colours. Either way, here is a naturalistic/pastel colour variant that suits the tiles:

colors.txt
Code: [Select]
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:54]
[BLUE_G:54]
[BLUE_B:171]
[GREEN_R:61]
[GREEN_G:165]
[GREEN_B:61]
[CYAN_R:58]
[CYAN_G:175]
[CYAN_B:195]
[RED_R:171]
[RED_G:42]
[RED_B:42]
[MAGENTA_R:171]
[MAGENTA_G:54]
[MAGENTA_B:171]
[BROWN_R:121]
[BROWN_G:92]
[BROWN_B:56]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:98]
[LBLUE_G:138]
[LBLUE_B:234]
[LGREEN_R:112]
[LGREEN_G:222]
[LGREEN_B:112]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:243]
[LRED_G:113]
[LRED_B:75]
[LMAGENTA_R:230]
[LMAGENTA_G:145]
[LMAGENTA_B:230]
[YELLOW_R:230]
[YELLOW_G:230]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]

I also went through and edited all the plants/crops to be tiles better representing those plants, rather than (mostly) the same tile. Those files here:

http://dffd.wimbli.com/file.php?id=8941

Finally, the beekeeper doesn't have a tile (edit: he does, just not on my sheet), so I made a basic attempt at one:

« Last Edit: July 14, 2014, 09:50:36 am by Harmonica »
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GoldenShadow

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4712 on: July 13, 2014, 09:12:14 pm »

Do you guys want me to incorporate Harmonica's tweaks into the next release?
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Hippoman

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4713 on: July 13, 2014, 10:01:46 pm »

Man, my dwarf edit is still in there for all those smeltydudes. Awesome.
I think the tweaks are fine to include. Also, .03 is out now.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
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dennislp3

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4714 on: July 13, 2014, 11:54:48 pm »

Tweaks are fine with me
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Harmonica

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4715 on: July 14, 2014, 01:19:14 am »

Someone more experienced with the raws might want to look at the plants growth tiles though. I feel like Ironhand used to use a different tile than what currently shows up (specifically remember seeing green bushes with red berries for strawberries, which I currently haven't replicated).

edit: figured out that a lot (all?) of the plants that grow outside need shrub_tile etc info in the raws so they don't pick a stupid default icon (they were using the tools icon).

Updated my raws edits for that after changing the plants I've spotted so far, will go through the rest later:
http://dffd.wimbli.com/file.php?id=8941

If you want to make changes yourself, open up the plant raws and add

Code: [Select]
[SHRUB_TILE:xxx]
[DEAD_SHRUB_TILE:xxx]
[SHRUB_COLOR:x:x:x]
[DEAD_SHRUB_COLOR:5:6:0]

where x is appropriate values.

Apparently overriding the tile with the growth string is not enough and they will use shrub tiles when grown or dying/dead (?).

Adjusted tiles for trees (no more flying tree fish!):

it's late autumn, some snow-covered trees growing out of an iced over pond

goes in d_init.txt
Code: [Select]
Tiles for the parts of trees.

[TREE_ROOT_SLOPING:127]
[TREE_TRUNK_SLOPING:127]
[TREE_ROOT_SLOPING_DEAD:127]
[TREE_TRUNK_SLOPING_DEAD:127]
[TREE_ROOTS:29]
[TREE_ROOTS_DEAD:29]
[TREE_BRANCHES:29]
[TREE_BRANCHES_DEAD:29]
[TREE_SMOOTH_BRANCHES:'#']
[TREE_SMOOTH_BRANCHES_DEAD:'#']
[TREE_TRUNK_PILLAR:36]
[TREE_TRUNK_PILLAR_DEAD:15]
[TREE_CAP_PILLAR:36]
[TREE_CAP_PILLAR_DEAD:15]
[TREE_TRUNK_N:205]
[TREE_TRUNK_S:205]
[TREE_TRUNK_N_DEAD:205]
[TREE_TRUNK_S_DEAD:205]
[TREE_TRUNK_EW:205]
[TREE_TRUNK_EW_DEAD:205]
[TREE_CAP_WALL_N:205]
[TREE_CAP_WALL_S:205]
[TREE_CAP_WALL_N_DEAD:205]
[TREE_CAP_WALL_S_DEAD:205]
[TREE_TRUNK_E:186]
[TREE_TRUNK_W:186]
[TREE_TRUNK_E_DEAD:186]
[TREE_TRUNK_W_DEAD:186]
[TREE_TRUNK_NS:186]
[TREE_TRUNK_NS_DEAD:186]
[TREE_CAP_WALL_E:186]
[TREE_CAP_WALL_W:186]
[TREE_CAP_WALL_E_DEAD:186]
[TREE_CAP_WALL_W_DEAD:186]
[TREE_TRUNK_NW:201]
[TREE_CAP_WALL_NW:201]
[TREE_TRUNK_NW_DEAD:201]
[TREE_CAP_WALL_NW_DEAD:201]
[TREE_TRUNK_NE:187]
[TREE_CAP_WALL_NE:187]
[TREE_TRUNK_NE_DEAD:187]
[TREE_CAP_WALL_NE_DEAD:187]
[TREE_TRUNK_SW:200]
[TREE_CAP_WALL_SW:200]
[TREE_TRUNK_SW_DEAD:200]
[TREE_CAP_WALL_SW_DEAD:200]
[TREE_TRUNK_SE:188]
[TREE_CAP_WALL_SE:188]
[TREE_TRUNK_SE_DEAD:188]
[TREE_CAP_WALL_SE_DEAD:188]
[TREE_TRUNK_NSE:204]
[TREE_TRUNK_NSE_DEAD:204]
[TREE_TRUNK_NSW:185]
[TREE_TRUNK_NSW_DEAD:185]
[TREE_TRUNK_NEW:202]
[TREE_TRUNK_NEW_DEAD:202]
[TREE_TRUNK_SEW:203]
[TREE_TRUNK_SEW_DEAD:203]
[TREE_TRUNK_NSEW:206]
[TREE_TRUNK_NSEW_DEAD:206]
[TREE_TRUNK_BRANCH_N:207]
[TREE_TRUNK_BRANCH_N_DEAD:207]
[TREE_TRUNK_BRANCH_S:209]
[TREE_TRUNK_BRANCH_S_DEAD:209]
[TREE_TRUNK_BRANCH_E:199]
[TREE_TRUNK_BRANCH_E_DEAD:199]
[TREE_TRUNK_BRANCH_W:182]
[TREE_TRUNK_BRANCH_W_DEAD:182]
[TREE_BRANCH_NS:179]
[TREE_BRANCH_NS_DEAD:179]
[TREE_BRANCH_EW:196]
[TREE_BRANCH_EW_DEAD:196]
[TREE_BRANCH_NW:217]
[TREE_BRANCH_NW_DEAD:217]
[TREE_BRANCH_NE:192]
[TREE_BRANCH_NE_DEAD:192]
[TREE_BRANCH_SW:191]
[TREE_BRANCH_SW_DEAD:191]
[TREE_BRANCH_SE:218]
[TREE_BRANCH_SE_DEAD:218]
[TREE_BRANCH_NSE:195]
[TREE_BRANCH_NSE_DEAD:195]
[TREE_BRANCH_NSW:180]
[TREE_BRANCH_NSW_DEAD:180]
[TREE_BRANCH_NEW:193]
[TREE_BRANCH_NEW_DEAD:193]
[TREE_BRANCH_SEW:194]
[TREE_BRANCH_SEW_DEAD:194]
[TREE_BRANCH_NSEW:197]
[TREE_BRANCH_NSEW_DEAD:197]
[TREE_TWIGS:18]
[TREE_TWIGS_DEAD:29]
[TREE_CAP_RAMP:30]
[TREE_CAP_RAMP_DEAD:30]
[TREE_CAP_FLOOR1:249]
[TREE_CAP_FLOOR2:249]
[TREE_CAP_FLOOR1_DEAD:249]
[TREE_CAP_FLOOR2_DEAD:249]
[TREE_CAP_FLOOR3:249]
[TREE_CAP_FLOOR4:249]
[TREE_CAP_FLOOR3_DEAD:249]
[TREE_CAP_FLOOR4_DEAD:249]
[TREE_TRUNK_INTERIOR:15]
[TREE_TRUNK_INTERIOR_DEAD:15]

Man, my dwarf edit is still in there for all those smeltydudes. Awesome.

DF's not the same without the smeltydudes ;)
« Last Edit: July 14, 2014, 09:22:38 am by Harmonica »
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GoldenShadow

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4716 on: July 14, 2014, 09:13:07 am »

I got the update and Harmonica's tweaks added.

http://dffd.wimbli.com/file.php?id=8747

I figured out why Miners shows the children tile and fixed it. It was the graphics_example.txt setting Miners to tile 1:0. I forgot to delete it when I ported to 2014
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Harmonica

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4717 on: July 14, 2014, 09:31:37 am »

I figured out why Miners shows the children tile and fixed it. It was the graphics_example.txt setting Miners to tile 1:0. I forgot to delete it when I ported to 2014

Ah that would be it. I didn't have that problem, but I think I must have not been using the absolute latest creature sheets either, not sure how that happened :)
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Skasi

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4718 on: July 15, 2014, 05:30:12 am »

Add some example ingame screenshots to your first post. There's so many graphic sets out there, I don't want to have to try them all.
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GoldenShadow

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4719 on: July 15, 2014, 06:31:58 am »

Ironhand has been on hiatus for 2 years. We can't edit his post.
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PeridexisErrant

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Harmonica

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4721 on: July 19, 2014, 03:54:25 am »

More lines to add to raws if anyone is interested (specifically plant_new_trees.txt). For trees you might want to control the sapling colour, I've had dead ones showing as green and vice-versa.

The line is [DEAD_SAPLING_COLOR:x:x:x], can go under [SAPLING] tag (or wherever).

I've edited the raws to add it to the new trees, so the dead saplings are now brown (unfortunately I don't think there's a way to have a green tile with brown sapling, without making the tile basically untextured).

You can also use [SAPLING_COLOR:x:x:x], for growing saplings.

I've also edited Ironhand's sapling tile to allow for two-tone saplings (the stalk takes the secondary colour). Anyone who wants these mods can get them from my mod listing.

with my adjusted colour scheme it looks like this (those are almond saplings with red stalk - good for carrots as well!):
« Last Edit: July 19, 2014, 04:37:55 am by Harmonica »
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Gunnarr

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4722 on: July 19, 2014, 07:02:54 am »

Hello, I am using an old version of DF, v0.31.25

If I use the latest tilesets created on this thread here inthese later posts will it work?

Or do I need to find an old version of Ironhand? IF so, can you help me find it? Thank you so much
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GoldenShadow

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4723 on: July 19, 2014, 07:17:20 am »

You can use this: http://dffd.wimbli.com/file.php?id=8747

Its been updated to work with the newest version of Dwarf Fortress.  I ported Ironhand's graphics to the new version.  I'm not really developing it, just keeping it current.

Anyone can do this themselves if they want. I use a program called WinMerge (google it) You can compare entire file directories and *.txt files with the same name. I go through line by line and it highlights difference between the text files. Some of the differences are because of the new version of DF with updated raws. Some of them are because of the graphics pack. Its not too hard to determine what pertains to graphics. Its usually lines about "tile", "color", etc..

An easy way to quickly see how Ironhand did it was to get a copy of Ironhand 0.68 for 34.07. Then get a copy of Dwarf Fortress 34.07 and compare the two folders with WinMerge.

Lots of new features have been added, such as minecarts, minecart tracks, wheelbarrows, multi Z-level trees, (maybe more?).. since the last official Ironhand release of 34.07. If you plan on porting yourself, you will have to figure out what to do about those things.
« Last Edit: July 19, 2014, 07:33:10 am by GoldenShadow »
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Gunnarr

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Re: Ironhand's Graphics Set (on Hiatus)
« Reply #4724 on: July 19, 2014, 07:32:25 am »

I am not very good with computers, so, i might need a little more help

ok, first, i cannot find Dwarf Fortress on my computer, using a search of "dwarf" in my C drive, I can only find a shortcut. I do not know where the actual files of the games are anymore.

There is also a DwarfFortress.exe as a prefetch in C:\WINDOWS\Prefetch

Don't know what a prefetch is. IT is a PF file


Anyway, while waiting on a reply here I found this version of Ironhand for the version of Dwarf Fortress I have

http://dwarffortresswiki.org/index.php/v0.31:Graphics_set_repository#Ironhand_and_Wormslayer.27s_Graphics_Pack


--

Again, now I do not know how to find dwarf fortress or even my save files since my C drive does not seem to have them anywhere. Only a shortcut! Can anyone help with finding the files

I am playing this game for my nephew, playing adventure mode so I hope to be able to add these tilesets to my game while I finish this adventure with him, i already have a save game
« Last Edit: July 19, 2014, 07:37:56 am by Gunnarr »
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