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Author Topic: [0.34.10] Mayday's Graphics Set - Even in death I still serve  (Read 371803 times)

Steforian

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1080 on: April 12, 2012, 11:05:08 am »

Also, Mike, the tile for plump helmet spawn is just a maroon square now. Where as it used to be a maroon square with a red dot in the center.
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Zwerg

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1081 on: April 14, 2012, 05:01:27 am »

I don't like the new color scheme. I played with ascii the last few months, so I don't know when it acually changed. Can Somebody tell me what the "old" mayday color scheme was or where I can find it?
Go into your 'data/init/' and edit/copy the following into the 'colors' file:
Spoiler (click to show/hide)


I just found an old version with the old color scheme on mayday's site, that I have overlooked the whole time. Thanks though.
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Mike Mayday

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1082 on: April 14, 2012, 08:03:30 am »

Korva: I'm extremely unhappy with how that old weapon rack looked. But I guess, yeah, I'll do it.
Stef: fixed in the next version. I was... experimenting.
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Deon

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1083 on: April 14, 2012, 03:46:51 pm »

Quote
quarry bushes don't show (no idea what's wrong with them)
Is it still the problem? If so, replace the tile value of '"' with 34, this fixes the tile. Better always use tile numbers instead of "x".
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Mike Mayday

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1084 on: April 14, 2012, 06:15:22 pm »

Hah, no, I think they're all right now.
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Domitian

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1085 on: May 02, 2012, 01:55:26 pm »

Would someone be so kind as to point me in the directon (or tell me if simple) of some info on how to change out the unit graphics from one pack to another.

Basically, i like the walls in Phoebus' set but much prefer the Mayday units. I have no idea how to add one to the other though (using the LazyNewb pack). Any help would be much appreciated.
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arzzult

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1086 on: May 02, 2012, 08:53:31 pm »

Would someone be so kind as to point me in the directon (or tell me if simple) of some info on how to change out the unit graphics from one pack to another.

Basically, i like the walls in Phoebus' set but much prefer the Mayday units. I have no idea how to add one to the other though (using the LazyNewb pack). Any help would be much appreciated.


Just replace the raws/graphics of Phoebus' with Mayday's. That'll change all the units to Mayday's while every thing else will still be Phoebus'.
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Pyro

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1087 on: May 15, 2012, 06:53:52 am »

Getting kind of dependant on Mikes tile set. Can't wait for the latest version to be ready!
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Naryar

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1088 on: May 15, 2012, 10:24:26 am »

Getting kind of dependant on Mikes tile set. Can't wait for the latest version to be ready!

You know that importing a Mayday tileset from a previous version isn't hard... well, it may have a few tile failures but it's better than vanilla tiles DF.

http://mayday.w.staszic.waw.pl/DFGtutorial.php
« Last Edit: May 15, 2012, 10:28:17 am by Naryar »
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Pyro

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1089 on: May 16, 2012, 03:27:23 am »

Oh thanks. I tried just copying over the graphic files myself and it cased things to explode :P
But the new one should have minecart related graphics right?
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GoldenShadow

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1090 on: May 16, 2012, 10:55:09 am »

You need to edit the raws of the new game version to use the tiles and colors of your graphics pack.

This example is from the Ironhand tileset

For example, in 34.08:
plant_standard.txt:
The default entry for Maple is:
Code: [Select]
[PLANT:MAPLE]
[NAME:maple][NAME_PLURAL:maples][ADJ:maple]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[AUTUMNCOLOR]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:maple]
[STATE_ADJ:ALL_SOLID:maple]
[PREFIX:NONE]
Based on Acer spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/HardwoodNA/htmlDocs/acersp1.html
[SOLID_DENSITY:540] Used a more average value.  Softer maples are around 400, harder ones around 600.
[STATE_COLOR:ALL_SOLID:RUST]
[TREE:LOCAL_PLANT_MAT:WOOD]
[TREE_TILE:5]
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:FOREST_TEMPERATE_BROADLEAF]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[SAPLING]
The edited entry for Maple is:
Code: [Select]
[PLANT:MAPLE]
[NAME:maple][NAME_PLURAL:maples][ADJ:maple]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[AUTUMNCOLOR]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:maple]
[STATE_ADJ:ALL_SOLID:maple]
[PREFIX:NONE]
Based on Acer spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/HardwoodNA/htmlDocs/acersp1.html
[SOLID_DENSITY:540] Used a more average value.  Softer maples are around 400, harder ones around 600.
[STATE_COLOR:ALL_SOLID:RUST]
[TREE:LOCAL_PLANT_MAT:WOOD]
[TREE_TILE:5]                      <---------
[TREE_COLOR:6:10:0]                <---------
[DEAD_TREE_TILE:160]               <---------
[DEAD_TREE_COLOR:7:7:0]            <---------
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:FOREST_TEMPERATE_BROADLEAF]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[SAPLING]
You can go through all of the txt files in the raw folder and add and update the tile and color values from the previous graphics version. You can't just copy the while file over the newer one or you will screw up the game. It takes a bit of time, but it will work. Scan through every txt file and compare the files for differences.
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Naryar

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Re: [0.34.09 UNOFFICIAL] Mayday's Graphics Set
« Reply #1091 on: May 17, 2012, 12:07:41 pm »

Before Mike uploads  the new version, I am currently uploading a temporary, unofficial 0.34.09 version update, based on DFG 0.34.07.

Disappointed with the dwarves's icons appearing only one color (compared to the old worker dwarf icons) and I have no idea why arrow bamboo appears as crutches. Oh well.

No wheelbarrows or minecart tracks as well, but I figure that's not very important.

Here it is : http://www.2shared.com/file/MPm6wlr1/dfg_34_09_a_win.html
« Last Edit: May 17, 2012, 12:13:11 pm by Naryar »
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Mike Mayday

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1092 on: May 17, 2012, 12:37:11 pm »

Aw man, sorry guys, I'm really swamped with work :/ Having a bit of a financial crisis so I have to make do with freelancing*.
I'll probably only have time as late as Monday. Also big sorries to the guy to whom I promised a DFG+masterwork upload, it completely slipped my mind.


*incidentally, anyone needs some illustrations done?

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plaidman

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1093 on: May 18, 2012, 11:57:17 am »

Sorry to hear that dude. Good luck!

Meph

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Re: [0.34.07a] Mayday's Graphics Set
« Reply #1094 on: May 18, 2012, 12:04:42 pm »

. Also big sorries to the guy to whom I promised a DFG+masterwork upload, it completely slipped my mind.

Would that have something to do with my mod ? I saw it mentioned nowhere... if this is the case, rest assured, that I will eventually do a Mayday Conversion for it, you dont have to do anything. Besides maybe giving me a preinstalled DF with the newest Mayday version.
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