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What are your most common reasons for losing a fort?

Dwarven Selection
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Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 983205 times)

krenshala

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1860 on: May 18, 2012, 02:55:22 pm »

I think the difference in track is that Phoebus put dark-outer-line/light-inner-line to represent the track, where it looked like you only used light-inner-line.  I'm torn between the ties extending outside the track as you drew them (how they really are in most cases) and how he drew them.  I'm honestly not sure which I would prefer to see long-term. ;)

I love that I use linux at work and at home.  I'm able to download the updates here and transfer them to my system at home.  Now the game is ready for me when I get there in a few hours. :D
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Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

Meph

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1861 on: May 18, 2012, 03:05:35 pm »

Just got this request in my thread:
Quote
Back when I was on vanilla with mayday graphics, my favorite thing was the smooth/engraved floors were so drastically different in colour. Engraved floors were bright, to nearly white, allowing me to make patterns in the floors. It'd be great if the engraved stone in the Phoebus pack had a brighter variant, like the water.

Edit: an example of what I'm talking about http://i48.tinypic.com/2dw7n76.jpg

To make it short: Is it possible to mod the Phoebus Tileset so that engraved floor tiles have marginally brighter then not-engraved floortiles ?
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Phoebus

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1862 on: May 18, 2012, 03:26:59 pm »

Just got this request in my thread:
Quote
Back when I was on vanilla with mayday graphics, my favorite thing was the smooth/engraved floors were so drastically different in colour. Engraved floors were bright, to nearly white, allowing me to make patterns in the floors. It'd be great if the engraved stone in the Phoebus pack had a brighter variant, like the water.

Edit: an example of what I'm talking about http://i48.tinypic.com/2dw7n76.jpg

To make it short: Is it possible to mod the Phoebus Tileset so that engraved floor tiles have marginally brighter then not-engraved floortiles ?
Not only is it possible, but by using the tileset assembler you're making it significantly easier to create your mod and keep the mod up to date with the latest changes with the game.

You can open the file "data/config/tilesetassemblerdata.zip" to see how the tileset assembler works.
You can copy your own custom mods in the directory "data/config/tilesetassembler/", and the tileset assembler will use them.

You should specifically look at "GroundMod_Floors_Smooth", copy & rename both the PNG and TEXT to "GroundMod_Floors_Mayday" and edit the PNG so it has mayday's old floors instead of the smooth floors.
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Meph

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1863 on: May 18, 2012, 03:31:52 pm »

Thank you a lot. I did extract that thing and had a look at the innards a while ago, but did not realize that you can simply add custom stuff as well. That not only answers my question I just had, but also how I can finally do my own tileset for the mod. :)

I really love the Df community, a rare thing to find online.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

NW_Kohaku

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1864 on: May 18, 2012, 03:43:20 pm »

I think the difference in track is that Phoebus put dark-outer-line/light-inner-line to represent the track, where it looked like you only used light-inner-line.  I'm torn between the ties extending outside the track as you drew them (how they really are in most cases) and how he drew them.  I'm honestly not sure which I would prefer to see long-term. ;)

I love that I use linux at work and at home.  I'm able to download the updates here and transfer them to my system at home.  Now the game is ready for me when I get there in a few hours. :D

I used a 25% black line on the borders of the ties, but Phoebus seems to have used a darker line or less transparency, depending on how that line shows up when you are looking at a river. 

Anyway, it's a work in progress, so I'd like to see Phoebus's version have the extra pixel of railroad tie on either side of the tracks, as well when it's complete, and maybe Phoebus is just going to add it later.  Then it'll have everything my version had, and be pretty and have the tileset assembler options in it.

You can open the file "data/config/tilesetassemblerdata.zip" to see how the tileset assembler works.
You can copy your own custom mods in the directory "data/config/tilesetassembler/", and the tileset assembler will use them.

I didn't know about this.  I'll have to start looking that up next time I do pixel art.
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Phoebus

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1865 on: May 18, 2012, 07:37:13 pm »

I think the difference in track is that Phoebus put dark-outer-line/light-inner-line to represent the track, where it looked like you only used light-inner-line.  I'm torn between the ties extending outside the track as you drew them (how they really are in most cases) and how he drew them.  I'm honestly not sure which I would prefer to see long-term. ;)

I love that I use linux at work and at home.  I'm able to download the updates here and transfer them to my system at home.  Now the game is ready for me when I get there in a few hours. :D

I used a 25% black line on the borders of the ties, but Phoebus seems to have used a darker line or less transparency, depending on how that line shows up when you are looking at a river.

Anyway, it's a work in progress, so I'd like to see Phoebus's version have the extra pixel of railroad tie on either side of the tracks, as well when it's complete, and maybe Phoebus is just going to add it later.  Then it'll have everything my version had, and be pretty and have the tileset assembler options in it.
My track line is 70% opacity white so there's no black line on the river tile:

I also have the option to add a texture to the river.

The black line around the track is there as a solution to a large problem.
On the curved tracks, the pixels on the edges of the tracks are the mix of 4 textures: the river, the inverted track, the ground, and the inverted floor.
Merging those 4 correctly manually is insanely time consuming and hard, and doing so through the Tileset Assembler is currently impossible.
So I opted for an opaque grey line that mixes with the ground seemlesly and prevents the river/track textures from mixing with the ground/floor textures.

Due to this it'll also be quite hard to add the extruding plank to the curved tracks.
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Jeoshua

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1866 on: May 18, 2012, 07:46:25 pm »

I'd say add a texture (or option of a texture, through the configurator) to the portion of the river tile's color scheme.  In Fortress mode this would be a pipe, I believe.  The texture for the rivers may end up looking a bit like metal or stone variations for the Pipes, if it's done right.
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NW_Kohaku

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1867 on: May 18, 2012, 08:20:57 pm »

The black line around the track is there as a solution to a large problem.
On the curved tracks, the pixels on the edges of the tracks are the mix of 4 textures: the river, the inverted track, the ground, and the inverted floor.
Merging those 4 correctly manually is insanely time consuming and hard, and doing so through the Tileset Assembler is currently impossible.
So I opted for an opaque grey line that mixes with the ground seemlesly and prevents the river/track textures from mixing with the ground/floor textures.

Due to this it'll also be quite hard to add the extruding plank to the curved tracks.

Oooh, very pretty.

This was one of the first times I've had to try balancing these background images with inverse images - you're obviously better at it than I am.  :P

I just figured it was fine to leave that black outline around the river to make a sort of outline of the riverbank.

I guess it's fine if extended ties are too hard, but at the same time, I do think that if you can make the cross-track pieces have the narrower ties that look as much like rails as possible.  Real traintracks that cross don't have gaps where there aren't rails that are any wider than the gap needed for the wheels to rest on the rail itself.
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"And no Frankenstein-esque body part stitching?"
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Phoebus

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1868 on: May 18, 2012, 08:37:29 pm »


Weeeeeeeeeeeeeeeeeeeee!

Edit:
How about this?

(Still no ties sticking outside. :/ )
« Last Edit: May 18, 2012, 11:26:33 pm by Phoebus »
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NW_Kohaku

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1869 on: May 18, 2012, 11:35:17 pm »

Edit:
How about this?

I like that quite a bit - the loop on the right side of the example where you can see a complete circle in the rails strikes my fancy in particular. 

The business of the lines really makes me want to jam pack my floor with carts flying every which way.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
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HiEv

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A .png can only have one layer. 

If you already have a .png file with transparency, you don't need to change anything.

For the record, you can actually do transparency in PNG files two different ways.  You can either use a transparent color or you can create an alpha (transparency) channel, which allows you to have varying degrees of transparency.

Not all software supports both methods of transparency in PNGs though.
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NW_Kohaku

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A .png can only have one layer. 

If you already have a .png file with transparency, you don't need to change anything.

For the record, you can actually do transparency in PNG files two different ways.  You can either use a transparent color or you can create an alpha (transparency) channel, which allows you to have varying degrees of transparency.

Not all software supports both methods of transparency in PNGs though.

The programs that I've seen, though (and he uses GIMP, which I use, as well,) don't treat alpha channels as a layer the way that other layers work - it's just a channel, like red, blue, and green.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Deon

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1872 on: May 19, 2012, 12:40:32 am »

These rail tiles are amazing, I should borrow the idea and do something like this for Post-Apocalypse mod :).
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Jeoshua

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Re: [0.34.09v00] Phoebus' Graphic Set (34.09 & New tracks)
« Reply #1873 on: May 19, 2012, 06:56:14 am »

Give us some options to play with in the configurator.  So far I like all the rail tiles I've seen
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krenshala

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A .png can only have one layer. 

If you already have a .png file with transparency, you don't need to change anything.

For the record, you can actually do transparency in PNG files two different ways.  You can either use a transparent color or you can create an alpha (transparency) channel, which allows you to have varying degrees of transparency.

Not all software supports both methods of transparency in PNGs though.

The programs that I've seen, though (and he uses GIMP, which I use, as well,) don't treat alpha channels as a layer the way that other layers work - it's just a channel, like red, blue, and green.
Technically, you can create a layer mask that does the alpha as a layer.  For it to affect the entire image you would have to flatten it (if you have multiple layers) first, however.  The end product once you save as an actual PNG is still an RGBA image, however.
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Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"
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