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Author Topic: Pony Mod: My Little Fortress  (Read 354092 times)

Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #150 on: June 05, 2011, 01:43:18 am »

Another thing you can do is use More Embark Dwarves to let you start off with more ponies, just assign skills to seven of them and think of the rest as early migrants. Oh, and remember that you can press [v] on the Ponies screen before embark to view a pony's description and tailor the skills you give it to its caste/preferences/attributes.

Animal ponies are pretty much done. I'll switch the current animal and element men to ponies in a future update, but for now, we can all enjoy honey badger pegasi and phantom slippy ponies. After that, I'll add in some dyes for the wood painting, set up the diamond dogs, buffalo and rainbow ponies(i.e. all the current ponies mixed together in a civ) and then finish up the megabeasts and ents(we're going to need conjured apple woods and such, plus there was a mention of a golden apple tree in the finale).

One idea I've had is painted leather. This is mainly for the buffalo, since plains hide painting is a traditional art form amongst the Native American tribes that live in the same areas buffalo do. They usually paint pictures on them, but custom reactions can't use pictures as far as I know. What I'm thinking of is adding new painted leather materials like I did with wood, reactions for painting leather, and, this is the iffy part, adding the new leather materials to STANDARD_MATERIALS in b_detail_plan_default.txt and reaction product tags to vanilla leather in materials_template_default.txt. I know I've already blown up plants_standard.txt to ten times its normal size for painted, conjured and painted conjured wood, and I've talked about tweaking embark text, but I think this is crossing a line where trying to keep this thing modular is going to cause more trouble than it solves. I'll be adding a readme and code comments on precisely what I'm adding so it's easy-ish to hybridise mods, but from this point on I'm going to build this as a total conversion mod with a guide on what you can safely remove, rather than try to have everything as self-contained modules.
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Halconnen

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Re: Pony Mod: My Little Fortress
« Reply #151 on: June 05, 2011, 08:32:59 am »

After I prodded darius a little for a little project of my own, he updated DFusion to allow caste selection with the embark tool. That should come in handy for you guys, too.

Just tried starting a game with one pair of each type of pony to make sure it works with this, works just dandy. :D

(Just make sure to add ponies to friendship's race list as well.)

Not sure why mross generally considers it unusable. D:
« Last Edit: June 05, 2011, 08:38:20 am by Halconnen »
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mross

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Re: Pony Mod: My Little Fortress
« Reply #152 on: June 05, 2011, 10:55:50 am »

edit: user error, natch
« Last Edit: June 05, 2011, 11:03:55 am by mross »
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adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #153 on: June 09, 2011, 04:16:03 am »

did anyone have an answer to my earlier question about making graphics? i could try to make some small graphical symbols like in the graphics mods, but i was wondering how difficult it would be to put them into the game.
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Blade Master Model 42

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Re: Pony Mod: My Little Fortress
« Reply #154 on: June 09, 2011, 07:39:42 am »

Confound these ponies, they drive me to strike the earth!

Downloading.

Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #155 on: June 09, 2011, 05:51:25 pm »

did anyone have an answer to my earlier question about making graphics? i could try to make some small graphical symbols like in the graphics mods, but i was wondering how difficult it would be to put them into the game.

Looking at the MayDay tileset, the way it works is you make png file with the character sprites arranged in a grid pattern without lines, then you make a txt file that tells DF which tiles to override and replace with a sprite:

Code: [Select]
graphics_mayday

[OBJECT:GRAPHICS]

[TILE_PAGE:DOMESTIC]
   [FILE:thrin/creature_domestic.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:22:6]

[CREATURE_GRAPHICS:DOG]
[DEFAULT:DOMESTIC:0:0:AS_IS:DEFAULT]
[CHILD:DOMESTIC:0:1:AS_IS:DEFAULT]
[STANDARD:DOMESTIC:0:2:AS_IS:ZOMBIE]
[STANDARD:DOMESTIC:0:3:AS_IS:SKELETON]
[TRAINED_HUNTER:DOMESTIC:0:4:AS_IS:DEFAULT]
[TRAINED_WAR:DOMESTIC:0:5:AS_IS:DEFAULT]

TILE_PAGE seems to just be used to declare the DOMESTIC tag, which may be arbitrary.
FILE declares which file is the png with the sprites is in. In this case, the file is the creature_domestic.png in the thrin folder, which is in DF>raw>graphics
TILE_DIM i.e. tile dimensions, tells DF how many pixels wide and tall the sprites are, in this case 16 pixels.
PAGE_DIM i.e. page dimensions, tells DF how many sprites wide and tall the picture is. The creature_domestic.png is 22 sprites wide to contain that many varieties of animal, and six tiles high to fit in adult, child, zombie, skeletal, hunting and war variants.

CREATURE_GRAPHICS declare the name of the animal whose sprites are being replaced. The DEFAULT, or adult sprite, is the very top left creature in the creature_domestic file, so its position is 0:0, beneath that is child, 0:1, and so on.

Unless I've got the whole thing terribly wrong, that seems pretty simple, the hard part is actually drawing that many pretty sprites in neat squares. If you have difficulty, it'd be pretty easy for me to do the programming bit. It'd be the least I could do, considering I'm going to be inflicting a vast hoard of animal ponies on you. I don't envy you, it's easy enough to declare raws for a penguin pony, but working out what it's supposed to look like is another thing entirely.


Spent a fair bit of the last couple of days clearing up error spam from some animal ponies, various errors regarding tissue layers and attacks. Three or four still throw up errors about not being able to find a body part to use an attack with, but are able to use those attacks in the arena. Dunno what's going on there, but they're functional. I was able to nuke almost all vanilla animal men with [CV_NEW_TAG:DOES_NOT_EXIST] in the animal man variation entry, so I'll be able to fully replace animal men with animal ponies without leaving too big a footprint, mostly just adding [DOES_NOT_EXIST] to some entries in subterranean and savage raws. Diamond dogs and Buffalo should be pretty easy, then I'll do the update before I think of yet another thing to add. Famous last words.
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adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #156 on: June 10, 2011, 06:34:05 am »

well, what i would do would not be particularly fancy as im not very artsy, but ill make a graphic or two and see how they turn out tonight or tomorrow.

16x16 pixels?
« Last Edit: June 10, 2011, 07:31:48 am by adecoy95 »
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adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #157 on: June 10, 2011, 11:01:32 am »



i know its not a full page of images, but its a start!

i know raritys up there twice, but she is awesome enough to be there twice

tell me what you think! (tell me tell me tell me!!!)

« Last Edit: June 10, 2011, 11:11:13 am by adecoy95 »
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mross

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Re: Pony Mod: My Little Fortress
« Reply #158 on: June 10, 2011, 01:27:21 pm »

They're... nice.
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adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #159 on: June 10, 2011, 02:29:09 pm »

the second row i will try to put some of the new creatures/monsters on, assuming the first row looks good and i should do more of that.

is 16x16 too small? you mentioned 22 sprites wide, i assume thats for the picture pngs? 6 tiles high? so the creature ones are 22x6?
« Last Edit: June 10, 2011, 02:33:22 pm by adecoy95 »
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mross

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Re: Pony Mod: My Little Fortress
« Reply #160 on: June 10, 2011, 02:31:25 pm »

Well... whatever you want to do is fine.
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adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #161 on: June 10, 2011, 02:37:03 pm »

Well... whatever you want to do is fine.

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adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #162 on: June 10, 2011, 03:36:11 pm »

not sure if these turned out ok, i like the parasprite tho



combined

« Last Edit: June 10, 2011, 03:39:22 pm by adecoy95 »
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mross

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Re: Pony Mod: My Little Fortress
« Reply #163 on: June 10, 2011, 05:10:21 pm »

Most impressive!

In other news:


My way of saying "thanks" for the mod. Plan on doing more for fun, but I won't spam images unless there's interest.
« Last Edit: June 10, 2011, 05:21:04 pm by mross »
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adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #164 on: June 10, 2011, 05:24:56 pm »

cool  :o
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