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Author Topic: Planters mod 0.3 - more clutter for our homes.  (Read 4714 times)

McBeer

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Planters mod 0.3 - more clutter for our homes.
« on: August 03, 2010, 09:29:19 am »

This mod is NOT a tileset - it uses Ironhand/WormSlayer's one.

Credits(i mean - respect to):
WormSlayer,
Ironhand,
Deon,
maker of WorkshopDraw.

---
0.3

added: fence passable, nonpassable, more arrow colors(6), + 3rd tileset variant.
http://www.easy-share.com/1911859562/planter0.3.zip

Tileset:

http://www.easy-share.com/1911859674/ironhand049xov2.zip
(temporary version v2, more editing needed here)
---
0.2 - i really need workshop submenu for this clutter...

Actual hot ideas area:
-arrows - few colours for marking important places...like floodgate+lever(done, 4 colours so far).


0.2 download:
http://www.easy-share.com/1911797533/planter0.2.zip

Actual weird/impossible ideas area:
box as booth(shop). 2x1 3x1.

------
Requirement:
Deon's Genesis(0.9x) set, or Ironhand/WormSlayer's(0.4x-47 version range),
anything that has similar tileset to this one should work ok, here's my variation
No.1:
(Ironhand 0.4x with few Mayday's tiles + small transparency tuning for few tiles, more transparency tuning may be needed):


Tileset 7zipped(if tinypic's affected by recompression):
http://www.easy-share.com/1911778548/ironhand046xo.zip
Effect:


Variation no.2(differs from no.1 only by engraved tile AND directional arrow mod(pole)):

Tileset 7zipped(if tinypic's affected by recompression):
http://www.easy-share.com/1911797464/ironhand049xo.zip
Effect:

----------

What's this:

I am making small mod - Plant(er)s, clutter and garden set.
Idea is simple - 1x1 not typical workshops -> without REACTIONS. Assigned adequate tile gfx for each one.
I wanted to make forts more(visually) life-alike places.
Also, i realized that some tiles may be helpers for finding certain buildings(i.e. mayor room), or places.
It can be useful for blocking/pathing purposes, as such tiles with BLOCK attrib may work as destructable/disomuntable walls.

So, release 0.2 contains:
9 types of plants, passable, and test versions of nonpassable ones - these may be built ONLY, if theres 1 tile space from right side(for now, more info about this issue below, it's interesting..). Of course, that tile may be used normally AFTER(or before, if nearby item is passable).
Barrel, box, passable
4 types of tools(homework, etc..) passable
Doll(for horny ones..)
5 types of flasks(imho, look like nice table lamps in dwarven rooms)
directional arrows - 4 colours,
Instrument tile, 2 colours.

To do:
Differ materials needed to make different types of clutter(help needed), erm, workshop.
Color tuning,
Tile tuning,
More items,
More blockers.
Considered for v 0.3:
- plantsets(nx, nxnxxn, etc - 4 of these and we may make corral..), "fencesets", maybe few garden sets,
- Fences - grate 1x1, with [BLOCK:1] value = fence,
- other "plantable" clutter[/b]

Installation:
Activating requires generating new world..

Place building_garden.txt in raw/objects
Then, open entity_default.txt and go to last line starting with:
Code: [Select]
[PERMITTED_BUILDING:
place content of entity.txt after it.
Generate new world, embark, look into workshops menu.

UNFORTUNATELY - this type of mod usually needs generating new world for every new version(only, if new entry is added..otherwise it's not a problem), that's why too frequent updates may be annoying for someone.

--------
Actual technical problems(from my point of view, it is not important for users for now), any help's welcome:

I need to know, if submenu/container for all of these "workshops" (i.e. Garden) is possible in workshops menu..(to prevent menu cluttering, if there were dozens of "garden tiles").

Main problem with 1x1 BLOCKed workshops:

1x1 tile is not possible to be finished by builder, if it's set to BLOCKED.
Workaround is weird and messy - putting work_location outside of that tile is allowing to finish such construction, BUT outside means one tile RIGHT(=it is not possible to be build near right walls..).
As i strongly tend to avoid 2x1 tiles, any input about solution to this problem would be welcome.
Of course, workaround for this workaround is simple - making second set for work_location placed...under built tile(again - with both sets we still may have problems with some places(downright corners;/).



-------
Sieges are SO long in Genesis(i never seen 3 civs fighting in my garden with each OTHER until now, c.a. 150 hostile beings on map lol).. isolated fort needs some nice clutter inside.

I suddenly realized full potential of custom workshops for adding cuteness to the fort.
While we do not have methods for building custom..tiles/furniture(b, ?), i am trying to expand visuals with workshops. Workshops without reactions are nice way to add things that were not possible until df2010.
-------

---------
---------
Solved:

I'd like to use tilemagic to beautify set, but having difficulties..

Regarding tile-magic(continued from http://www.bay12forums.com/smf/index.php?topic=53180.msg1454356#msg1454356 ):

Quote
The question I can answer is the smiley face one.
That magenta in his mouth is actually transparency.
So when you apply a background color, it only colors his mouth.
Think of it like a cut-out. We're painting the whole tile the background color,
and then we're slapping that tile on top of it, so that only the mouth still shows through.

Quote
The tile magic basically goes like this:

You have 4 channels in your image, 3 colour channels (red, blue, green) and one alpha channel (determines transparency)
But in DF, the alpha channel determines the intensity of the background colour to be used, while the colour channels determine the intensity of the foreground colour, however this is done per channel, so if you leave out a colour in the foreground say blue (which will result in yellow, its negative) then the blue channel in the image is ignored. Check this page for how the colours add up: http://en.wikipedia.org/wiki/Additive_color


Thanks, guys.

ahhhh, so:

foreground space is determined by NONTRANSPARENT pixels, while transparent space determines background color - and level of transparency determines its intensity, yes?
Colors are set like this:
[PICKED_TILE:18][PICKED_COLOR:3:5:1]
in OBJECTS raws only?

but, then how control tile general background, if you know what i mean(space named by
Code: [Select]
??? on sshot) how to leave it unaffected by foreground color of object?
« Last Edit: August 12, 2010, 08:15:49 am by McBeer »
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Ironhand

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Re: Planters mod - workshops, tiles, questions..
« Reply #1 on: August 03, 2010, 09:33:31 am »

The ??? part is mostly black.

If there are white pixels on it, it would use the foreground color.

I suppose you could make those pixels semitransparent to use a combination of foreground and background.
(green leaves, red berries, brown background)

As for the workshop coloring, I have no idea.
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McBeer

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Re: Planters mod - workshops, tiles, questions..
« Reply #2 on: August 03, 2010, 09:58:22 am »

hooly damn, it is simple and working :D

Thanks Ironhand, and keda.

now I need to check, if it may be done with workshop tiles, and if foreground/background NONgreyscale transparencies may result in MORE color variations(additional hue variation-like).

upd: ok, workshop colors are not different, it works :)



..although i have difficulties with clear red color(as for background), it turns orange.

upd: hah, a problem: dwarf cannot finish building while standing ON 1x1 tile marked as [Block:1];
now i wonder how to make dwarf standing NEAR built tile while building...

cannot find info there about it..
http://df.magmawiki.com/index.php/Building_token
« Last Edit: August 03, 2010, 12:20:29 pm by McBeer »
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WormSlayer

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Re: Planters mod - workshops, tiles, questions..
« Reply #3 on: August 03, 2010, 12:16:54 pm »

Nice idea McBeer - Is that a swimming pool? Must have! :D I will probably be making some new plants soon.

From what I understand we may get the truetype font upgrade in the very next release of DF so theres going to be all kinds of new stuff :)
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McBeer

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Re: Planters mod - workshops, tiles, questions..
« Reply #4 on: August 03, 2010, 12:23:16 pm »

Nice idea McBeer - Is that a swimming pool? Must have! :D I will probably be making some new plants soon.

From what I understand we may get the truetype font upgrade in the very next release of DF so theres going to be all kinds of new stuff :)

It's Deons Pool from Genesis.
Whole idea of my Plant'n'clutter mod started after seeing his workshops...i realized, that workshops may be used as some kind of visual addition to evironment(visual/functional, if 1x1 blocking would work).

RAW:

Code: [Select]
[BUILDING_WORKSHOP:POOL]
[NAME:Swimming Pool]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:3:3]
[DIM:5:5]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:CUSTOM_SHIFT_P]
[BLOCK:1:1:1:1:1:1]
[BLOCK:2:1:0:0:0:1]
[BLOCK:3:0:0:0:0:0]
[BLOCK:4:1:0:0:0:1]
[BLOCK:5:1:1:1:1:1]
[TILE:0:1:96:96:96:96:96]
[TILE:0:2:96:247:247:247:96]
[TILE:0:3:96:247:247:247:96]
[TILE:0:4:96:247:247:247:96]
[TILE:0:5:96:96:96:96:96]
[COLOR:0:1:6:0:1:6:0:1:6:0:1:6:0:1:6:0:1]
[COLOR:0:2:6:0:1:6:0:1:6:0:1:6:0:1:6:0:1]
[COLOR:0:3:6:0:1:6:0:1:6:0:1:6:0:1:6:0:1]
[COLOR:0:4:6:0:1:6:0:1:6:0:1:6:0:1:6:0:1]
[COLOR:0:5:6:0:1:6:0:1:6:0:1:6:0:1:6:0:1]
[TILE:1:1:201:205:205:205:187]
[TILE:1:2:186:247:247:247:186]
[TILE:1:3:186:247:247:247:206]
[TILE:1:4:186:247:247:247:186]
[TILE:1:5:200:205:205:205:188]
[COLOR:1:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:1:2:0:0:1:6:0:1:6:0:1:6:0:1:0:0:1]
[COLOR:1:3:0:0:1:6:0:1:6:0:1:6:0:1:0:0:1]
[COLOR:1:4:0:0:1:6:0:1:6:0:1:6:0:1:0:0:1]
[COLOR:1:5:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:2:1:201:205:205:205:187]
[TILE:2:2:186:247:247:247:186]
[TILE:2:3:240:240:247:60:206]
[TILE:2:4:186:247:247:247:186]
[TILE:2:5:200:205:205:205:188]
[COLOR:2:1:0:1:1:0:1:1:0:1:1:0:1:1:0:1:1]
[COLOR:2:2:0:1:1:6:1:1:6:1:1:6:1:1:0:1:1]
[COLOR:2:3:6:1:1:6:1:1:6:1:1:7:6:1:0:1:1]
[COLOR:2:4:0:1:1:6:1:1:6:1:1:6:1:1:0:1:1]
[COLOR:2:5:0:1:1:0:1:1:0:1:1:0:1:1:0:1:1]
[TILE:3:1:201:205:205:205:187]
[TILE:3:2:186:247:247:247:186]
[TILE:3:3:240:240:247:60:206]
[TILE:3:4:186:247:247:247:186]
[TILE:3:5:200:205:205:205:188]
[COLOR:3:1:0:1:1:0:1:1:0:1:1:0:1:1:0:1:1]
[COLOR:3:2:0:1:1:1:1:1:1:1:1:1:1:1:0:1:1]
[COLOR:3:3:7:1:1:7:1:1:1:1:1:0:1:1:0:1:1]
[COLOR:3:4:0:1:1:1:1:1:1:1:1:1:1:1:0:1:1]
[COLOR:3:5:0:1:1:0:1:1:0:1:1:0:1:1:0:1:1]
[BUILD_ITEM:6:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

+ [PERMITTED_BUILDING:POOL] in entity.txt.
Should work, as Deons pack relies on Ironhand tileset.

Quote
I will probably be making some new plants soon.
I saw your great trees yesterday - this may be neat for garden purposes.
« Last Edit: August 03, 2010, 12:38:33 pm by McBeer »
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Ironhand

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Re: Planters mod - workshops, tiles, questions..
« Reply #5 on: August 03, 2010, 12:34:29 pm »

Yeah, my "red" is really kinda orange. I would suggest using "light red" instead. It's much closer to pure red.
Or you can change the color scheme to use something more like what everybody else uses, with pure colors.
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McBeer

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Re: Planters mod - workshops, tiles, questions..
« Reply #6 on: August 03, 2010, 12:43:51 pm »

Yeah, my "red" is really kinda orange. I would suggest using "light red" instead. It's much closer to pure red.
Or you can change the color scheme to use something more like what everybody else uses, with pure colors.

indeed, it needs a bit of tuning to gain red..but not too much red :).
« Last Edit: August 03, 2010, 12:52:57 pm by McBeer »
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MiamiBryce

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Re: Planters mod - workshops, tiles, questions..
« Reply #7 on: August 03, 2010, 06:15:43 pm »

Pretty cool.  I thought of this the other day because I wanted to have a street lined with trees but not all the places I wanted trees had soil, some had pebbles.  So I thought...I can make a building that's an Artificial Tree!  Then i realized I can do artificial bushes, and even multi-tile gardens!!

However I never got to any of that because once my modding appetite was whetted again I have so many other things I want to do that keeps getting pushed back.  Still, nice to see it in action!

And on top of it all...a swimming pool?!  I MUST look at this Genesis mod more closely!!
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Tellemurius

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Re: Planters mod - workshops, tiles, questions..
« Reply #8 on: August 03, 2010, 07:41:15 pm »

hey, who's tileset are you using?

Ironhand

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Re: Planters mod - workshops, tiles, questions..
« Reply #9 on: August 03, 2010, 08:20:36 pm »

Mine!   :P  Check it out!

Those aren't my dwarves, though. They are Sphr's.
I think that's the package you get with Deon's Genesis mod.
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McBeer

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Re: Planters mod - workshops, tiles, questions..
« Reply #10 on: August 04, 2010, 06:47:12 am »

hey, who's tileset are you using?

it's Ironhand tileset with some tiles from Mayday ..rest is from Genesis 2.99 if i remember right..
« Last Edit: August 04, 2010, 06:49:32 am by McBeer »
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Tellemurius

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Re: Planters mod - workshops, tiles, questions..
« Reply #11 on: August 04, 2010, 08:35:00 am »

hey, who's tileset are you using?

it's Ironhand tileset with some tiles from Mayday ..rest is from Genesis 2.99 if i remember right..
i like it, its sexy.

McBeer

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Re: Planters mod - workshops, tiles, questions..
« Reply #12 on: August 04, 2010, 08:41:03 am »

i like it, its sexy.

so, here it is:


7zipped(if tinypic's affected by recompression):
http://www.easy-share.com/1911778548/ironhand046xo.zip

Personally, i wonder how i could remove 1/2 of stone tiles from that one and replace them with plants and items, but so far, i am happy with that tileset.

-
about planters:
i cannot make not-passable 1x1 tiles;
builder is standing ON such tile and builder cannot finish it.
i wonder, how to force mason behaviour on such tiles(builder stands NEAR tile).
if it is impossible, part of idea is gone and only aesthetical aspect may be used then...(i wanted to make unpassable tiles for pathing purposes).
« Last Edit: August 04, 2010, 08:53:30 am by McBeer »
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pugi

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Re: Planters mod - workshops, tiles, questions..
« Reply #13 on: August 04, 2010, 08:51:44 am »

You could make 1x2 workshops with one unpassable tile and one invisible passable tile for building it. Make four of them (passable tile north/east/south/west of unpassable tile) so you can use the one that fits the best, as you can't rotate custom workshops afaik.
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McBeer

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Re: Planters mod - workshops, tiles, questions..
« Reply #14 on: August 04, 2010, 09:05:23 am »

You could make 1x2 workshops with one unpassable tile and one invisible passable tile for building it. Make four of them (passable tile north/east/south/west of unpassable tile) so you can use the one that fits the best, as you can't rotate custom workshops afaik.

Of course, it's good idea(and maybe only way then).
I'll do that. I wanted to avoid 2x1 just beause of restrictions, but by more variants that problem may be not a problem.
But, workshop submenu would be nice to store all these "tiles", otherwise workshop menu may become cluttered a bit(14 things so far and it may multiply by some factor(1x2's) in time..).

test release soon, imho.
« Last Edit: August 04, 2010, 09:16:47 am by McBeer »
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