Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: DragonDePlatino on October 31, 2016, 03:05:24 pm

Title: curses_vector - ∞x∞
Post by: DragonDePlatino on October 31, 2016, 03:05:24 pm
(http://i.imgur.com/U2yBstN.png)

DOWNLOAD (http://dffd.bay12games.com/download.php?id=12535&f=curses_vector.zip)

Resolution is an issue that has always plagued tilesets. Downscaling always ruins quality and upscaling causes blurriness. Artists can work hard on tilesets only to find they're unusable on some monitors. The solution? Vector tilesets!

Spoiler (click to show/hide)

Traditionally, raster graphics represent images as a grid of pixels. But vector graphics represent images with mathematical perfection. Built by adding and subtracting geometric shapes, vector graphics work well on all monitors and are resolution independent. As an experiment, I spent a few days vectorizing curses_640x300.bmp. I closely traced each glyph, cleaning up and realigning some characters in the process. This tileset might need more work, but I'm pleased with the results so far.

Spoiler: Preview (click to show/hide)

In the future, I might expand this tileset to include non-default glyphs. A full graphics set would be an impossibly difficult task but some basic glyphs like barrels and walls would be reasonable. Any thoughts? Input?


Installation


If you want to edit or export this tileset for your monitor, open the download's .SVG in a vector program like Inkscape (https://inkscape.org/en/). To calculate your ideal tileset resolution, divide your monitor's horizontal resolution by 5 and use that as the width of the tileset. If you want pixel-perfect glyphs without any anti-aliasing, highlight everything then go to Filters -> Pixel Tools -> Pixellize. The next time you export, the file will only use full white and full black.

If that sounds like too much work for you, here are some pre-exported versions from default all the way up to 4k:

Spoiler: curses_vector_8x12 (click to show/hide)
Spoiler: curses_vector_12x18 (click to show/hide)
Spoiler: curses_vector_16x24 (click to show/hide)
Spoiler: curses_vector_24x36 (click to show/hide)
Spoiler: curses_vector_32x48 (click to show/hide)
Spoiler: curses_vector_40x60 (click to show/hide)
Spoiler: curses_vector_48x72 (click to show/hide)


Tutorial / License

As 1080p and 4k monitors become more commonplace, I hope more people in the future will make vector tilesets. They're time-consuming, but not artistically challenging to create. If you can combine and subtract simple geometric shapes, you can make vector art. Give it a shot! I made a nice Inkscape tutorial (http://imgur.com/a/0RliE) if you want to get your feet wet with vector design.

You may edit and redistribute the content of curses_vector for any purpose, even commercially. It is reserved under a CC-BY-SA-4.0 (https://creativecommons.org/licenses/by-sa/4.0/) license.
Title: Re: curses_vector - ∞x∞
Post by: ANickel on October 31, 2016, 09:18:43 pm
This is an interesting idea, but are the advantages of creating a vector-based tileset greater than the time and energy required to make the tileset?
If the only advantage is multiple resolution support, I'm not sure the idea will pick up much steam.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on October 31, 2016, 10:14:42 pm
Possibly. Progress was slow for me at first but after a while I got into a rhythm. I'd estimate this tileset took a combined 12 hours of work which can probably be said for a lot of raster tilesets.

One perk with vector art is that you can produce very clean, sharp lines that aren't possible with bitmaps. Fonts, clipart, app icons, logos and flash animations are almost always vector art. Another advantage is that it's very easy to apply filters and effects without loosing your lineart. All of the following effects are completely reversible without layering or undo:

(http://i.imgur.com/X7WuWbl.png)

Not the best example, but others could probably do better since I'm still learning.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on November 01, 2016, 06:50:15 am
Well shit man, if that's "still learning" I'm straight up dumbfounded.
Spoiler (click to show/hide)
Title: Re: curses_vector - ∞x∞
Post by: CLA on November 01, 2016, 07:13:43 am
You can do a lot of reversible effects easily with bitmap tilesets in Photoshop too. The advantage of vector graphics for DF lies mostly in getting larger resolutions cleaner with less work.
With a 12x12 tileset or something, you're better of polishing pixel by pixel in the end for the best results, as the vector>bitmap export doesn't leave you with enough control at those resolutions (The 'W', 'Z', and '«'/'»' tiles in your smallest export look quite soft and unsharp for example).

And if you want to produce a look that doesn't appear too clean and vector-y (non-linear gradients, or paint-like effects for example), at some point you'll have to put in more effort with a vector graphics program than you'd have to with a bitmap editor.

Still, I think there's definitely a use for it with larger resolutions, as shown with your bigger tilesets.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 01, 2016, 07:39:03 am
@Max™
Thanks! Yeah, if you look through the official Inkscape gallery you can see some insane stuff. Not even close to that level yet. 8I

@CLA
I almost forgot to mention that! Yes, first and foremost vector art makes HQ art a cinch. Admittedly, it's pretty poor at organic-looking art but I'm a fan of its distinctive look. I imagine it would look nice on mobile devices. :D

I'll look into fixing those glyphs. Vector rasterization will never be as clean as good 'ol pixel pushing but if I do a better job of aligning nodes on pixel margins, it'll show up better at low resolutions.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on November 01, 2016, 03:26:55 pm
Actually now I'm mad at you because I have to see if I can figure out how to use that method for my vorpalcurses set since the whole scaling thing was kinda my goal.

Incidentally, I know the math on the 640x300 would scale up to 1280x600/1920x900 but that would probably confuse the shit out of people who don't recognize the tileset dimensions offhand. I like to rename sets to the tile size for that reason, 8x12/16x24/24x36/32x48/36x56 and so forth. The 1920x900 set fits 1920x1080 at 80x30 grid size, it's what I took that screenshot with.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 01, 2016, 03:50:02 pm
Yeah, the naming convention is pretty bad but it's what I went with since it sounded the most "official". I think I'll change it next update to something like curses_vector_8x12.

If you're interested, I can give you a crash course in vectorizing tilesets. After doing 256 glyphs I've built up a pretty fast workflow.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on November 01, 2016, 03:58:15 pm
Well, considering I never really "got" vector art until seeing it in tileset form, and that it would be a great resource for more talented artists? Uh, yeah.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 01, 2016, 08:48:43 pm
The tutorial is up if anyone's interested in how I made this tileset. I included a link at the bottom of the first post.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on November 02, 2016, 12:07:56 am
Well fuck, that'll take me some time to really get the hang of but it's a lot simpler than I expected, since some of it is kinda familiar from screwing with GIMP. Can get Inkscape from the Arch repo too, nice.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 02, 2016, 11:04:55 am
New version is up! I realigned the 8 and cleaned up a number of glyphs including v, w, circles and double arrows. Everything should be more or less acceptable now. I also switched the naming convention so it's immediately clear what you're using.
Title: Re: curses_vector - ∞x∞
Post by: jecowa on November 02, 2016, 02:31:51 pm
I like the new naming system. I prefer seeing the tile sizes instead of the minimum resolutions needed to display them.
Title: Re: curses_vector - ∞x∞
Post by: Taffer on November 03, 2016, 12:34:35 pm
Interesting work! There's still some odd antialiasing in the small sets, but I suppose that's unavoidable?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 03, 2016, 01:59:03 pm
Antialiasing can be removed with Inkscape's pixellize filter, but then I'd just have the default tileset. :P

Any glyphs in particular that look bad? I can minimize antialiasing by aligning things on pixel boundaries whenever possible.
Title: Re: curses_vector - ∞x∞
Post by: Taffer on November 03, 2016, 02:13:50 pm
Antialiasing can be removed with Inkscape's pixellize filter, but then I'd just have the default tileset. :P

Any glyphs in particular that look bad? I can minimize antialiasing by aligning things on pixel boundaries whenever possible.

I notice it most on Q, 157, 171, 172, 252 and 253. Of course, I'm also a perfectionist about tilesets. 171 in particular is noticeably blurred in your higher resolution versions, but at least vanilla doesn't use it for anything.
Title: Re: curses_vector - ∞x∞
Post by: Meph on November 03, 2016, 05:15:53 pm
Just wanted to say that its cool seeing you back making DF content. :)

Do you know this site, http://game-icons.net/ ?

I think it would be perfect for your idea of vector based tilesets.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 03, 2016, 07:05:25 pm
@Taffer
Thanks for pointing these out. I redesigned the Q and fixed some alignment issues on 171, 172 and 252. If a glyph is offset even 0.1 pixels off the grid, it can cause some blurring issues in the rasterization. I can't make 157 or 253 any sharper without compromising how they look at higher resolutions.

@Meph
Hey, Meph! Yeah, I felt completely burnt out after making GemSet but I'm slowly getting back into the swing of things. I have something pretty big in the works but that's going to be on the down-low for now. Until then, think of this as a warmup project. ;)

I've heard of game-icons and I think it's a great resource. But if I expand curses_vector into a graphics set, I'll be making my own 8x12 images. My design philosophy behind this tileset is "What if Dwarf Fortress had a default graphics set?" Therefore, I'll be making everything as ASCII-like as possible. Sort of a Brogue/Caves of Qud aesthetic.

(http://i.imgur.com/PQna5rV.png)
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 07, 2016, 08:12:57 pm
Progress has been coming along smoothly. I haven't vectorized any sprites yet (aside from the above test) but I have quite a few pixel-y sprites done. As is customary with my projects, have a mockup!

(http://i.imgur.com/PiBSN2R.png)

Everything uses ASCII restrictions meaning two colors, 8x12 tiles. I'm planning on doing an 8x12 release for testing, then slowly vectorizing everything. These sprites are very easy to create so lots of mod support is a distant possibility.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on November 07, 2016, 11:47:22 pm
Neat style, and I noticed the Biolumin set creator using vector methods now, you're leaking out into the world!
Title: Re: curses_vector - ∞x∞
Post by: raeborga on November 08, 2016, 12:27:26 am
I want DF to look like that screenshot mockup.
Reminds me of the Retro Days tileset from Cataclysm DDA.
Or the Ultimate Roguelike Tileset by Oryx...

The different sized blocks in the walls/dirt kinda throw me a bit though.
Makes you see 2 different pixel sizes, or something.

Excellent work so far.
Title: Re: curses_vector - ∞x∞
Post by: CLA on November 08, 2016, 06:44:57 am
Your creature graphics are great.
Also, reminder that there are standardized text files for creature graphics so you don't have to write all the graphic text files yourself.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on November 08, 2016, 04:44:01 pm
@Max™
Thanks. Also, it's cool to hear about other vector tilesets. I'll have to keep an eye on this one.

@raegorga
Heh, you're right! This tileset feels like a cross between Retro Days and Oryx's tileset. I'll look into fixing the dirt/stone. Both were rather hastily thrown together since I needed them for the mockup.

@CLA
Thank you. I plan on making my own text files, though. I don't like any of the current standards (GemSet included) so I'll be starting fresh for this set. However, I've become fairly competent at Python and regex since GemSet so I'll be able to automate the process. It'll also make updating a cinch!
Title: Re: curses_vector - ∞x∞
Post by: Max™ on November 09, 2016, 06:13:17 am
I dig how effective the little 8x12 format figures are at conveying the races, blocky little dorf, taller humans, big ear gobs, smaller ear elf, and a cutebolt+ostrich person I think?
Title: Re: curses_vector - ∞x∞
Post by: krenshala on November 14, 2016, 01:05:42 pm
Very nice work.  The only problem I see with it is that glyph 237 (second to last row, third from the right) is incorrect.  It is supposed to be the glyph for lower case Phi (https://en.wikipedia.org/wiki/Phi) (while 232 is the uppercase version, used for large pots).
Title: Re: curses_vector - ∞x∞
Post by: jecowa on November 14, 2016, 01:15:30 pm
According to the Wikipedia article you linked, it looks like he used the correct glyph for Greek Small Letter Phi. Use Ctrl-F for "GREEK SMALL LETTER PHI" (without the quotes) to see the relevant section. Also, this is the same style of small Phi used in the Curses tileset included with Dwarf Fortress.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on November 14, 2016, 11:25:14 pm
Browsers render it differently: φ is the "loopy" one on my end, ϕ is the "straight" one from the symbol unicode version U+03D5 and the style used in the curses set plus the CP437 set it is based on.
Title: Re: curses_vector - ∞x∞
Post by: krenshala on December 12, 2016, 04:19:11 pm
That must be the difference then, as the 'loopy' one is what I expect to see.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on December 12, 2016, 06:53:15 pm
I'm still kinda angry at our Platino Dragon over how effortlessly better looking this is than the sets I hacked away at in GIMP, btw. How are the little figure dudes coming along?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on December 13, 2016, 11:56:08 am
Sorry, I haven't made much progress on this graphics set. Between studying for finals, making my first game and the promised GemSet update, I haven't found the time to work on this.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on December 13, 2016, 03:19:54 pm
Not a prob, get those grades!
Title: Re: curses_vector - ∞x∞
Post by: Chase on February 07, 2017, 08:48:21 pm
I can't seem to be able to install this on mac. Any help? Vanilla or LNP is fine I just don't know why it's not working. I replaced the filed and changed the init. help :|
Title: Re: curses_vector - ∞x∞
Post by: Max™ on February 08, 2017, 02:23:19 pm
Dropped the size you're after into your df/data/art folder and put the relevant filename into your df/data/init/init.txt file lines like [FONT:vector_square24x36.png]?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on May 05, 2017, 11:18:31 pm
I promised myself I'd update GemSet before starting other projects, but it's time to come clean. I've tried working on GemSet but I cannot work up the motivation to finish v0.43.05 support. After 2 years of artistic progress I've begun to loathe how the graphics set looks. It's too cutesy and clashes with the serious tone of Dwarf Fortress.

So instead, I've directed my attention to this newer graphics set. Now that this semester is finished, I can focus on curses_vector. While not as detailed as GemSet, I think this graphics set will accomplish what my ideal graphics set would do: clearly convey what things are but leave details up to the imagination of the player. No more chunky, goofy-looking dwarves sliding around the screen with a blank look on their face. Just a silhouette to convey the idea of a dwarf like ASCII does.

So while I'm still shooting for the aesthetics of that mockup, I've made one significant change. This will now be a 12x18 graphics set instead of 8x12. Here's a preview:

(http://i.imgur.com/bTi97Sx.png)

With 50% higher resolution I can now convey realistic human proportions (1:7 head ratio) and add more personality to each animal person. And once I vectorize these tiles to 24x36, one will be able to fit exactly 80x30 tiles onto a 1080p viewport. Perfect! I'm not throwing out my 8x12 tiles, either. I feel they can be reused for child sprites.

Now onto the last order of business...a name. It might be too early for this, but I think curses_vector is a little too stark. Current considerations for names are Bitland, Textmode, Cursey, Zeddex and Twotone. If you have any other ideas, throw them out there! It'll be a while before I christen this.
Title: Re: curses_vector - ∞x∞
Post by: CLA on May 06, 2017, 06:34:34 am
Quote
After 2 years of artistic progress I've begun to loathe how the graphics set looks. It's too cutesy and clashes with the serious tone of Dwarf Fortress.

So instead, I've directed my attention to this newer graphics set.
Nice! That's some impressive silhouetting with the animals, very recognizable.
Plants look good too, and I find the walls/floor surprisingly pleasant. I'm not so sure about the humanoids. Which are the dwarves? The light red ones?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on May 07, 2017, 09:52:53 pm
Thanks. I think it helped to practice in a super-low resolution before trying my hand at low-resolution silhouettes.

The dwarves are the light red ones, yes. It's tempting to add a beard to make them more recognizable, but I'd like to keep the silhouette androgynous. I'll consider beefing them up a bit, though.
Title: Re: curses_vector - ∞x∞
Post by: daagar on May 08, 2017, 07:59:01 pm
Can you show us an example of them vectorized? That might make the dwarves look more dwarfy. Or indicate that they do indeed need beards. Cause, dwarves.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on May 08, 2017, 09:02:39 pm
Bitland!
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on May 08, 2017, 10:07:58 pm
Can you show us an example of them vectorized? That might make the dwarves look more dwarfy. Or indicate that they do indeed need beards. Cause, dwarves.

Nope...doesn't make a whole lot of difference. (Below sprites are 48x72, large enough for 4k monitors.)

(http://i.imgur.com/a9CPj2F.png)

I'm opposed to adding beards because female dwarves don't have beards. It ruins immersion when you're, say, imagining how your female dwarf adventurer looks and you see a beard. I want to move away from stuff like that with this graphics set.

Bitland!

That's one vote for Bitland!
Title: Re: curses_vector - ∞x∞
Post by: CLA on May 09, 2017, 05:26:54 am
Have you considered making the dwarves shorter? I assume you went for consistency with all the humanoids, but if making all of the shorter ones shorter isn't an option, I think recognizability is more important than height consistency.
Another option might be to make the legs thicker, giving the illusion of smaller stature. On that note, it might help trying to slim down the elves (yellow are elves, brown are humans, right?) a little.
Something else to consider is varying the posture between all the creatures as a means to differentiate them.

I'm really liking this more and more the more I look at it!
Any plans for a custom color scheme?
Title: Re: curses_vector - ∞x∞
Post by: Max™ on May 10, 2017, 03:12:19 pm
"female dwarves don't have beards"

(http://i.imgur.com/C8eE72R.gif)
Title: Re: curses_vector - ∞x∞
Post by: Taffer on May 10, 2017, 06:13:45 pm
Why would you post something like that?!

They don't. My dwarves don't have beards for the same reason. I like DragonDePlatino's new sprites as they are, beards aren't necessary.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on May 11, 2017, 07:00:19 pm
Heathens, into the magma with ye'!
Title: Re: curses_vector - ∞x∞
Post by: daagar on May 13, 2017, 02:24:52 pm
Dwarves have beards. Period. But that is beside the point - I'm here to vote 'Bitland' as well.

Also, I agree with the above that maybe a shorter image, and/or stockier legs would help fix them. They are the only ones that look... off for some reason. Everything else looks excellent, and based on the vectorization example will look _really_ excellent once run through that process.
Title: Re: curses_vector - ∞x∞
Post by: raeborga on May 30, 2017, 02:13:23 am
More or less the same reaction as Max™ to the female beard comments OPINIONS.

    Jokes aside, I'm really excited for this tileset.
        That dwarf-bump could be interpreted as a beard or a belly.
            The best [symbolic] graphics allow the player to add their own details.

                [EDIT]

                    +1 Bitland

haha weird how did i get over here >.<
Title: Re: curses_vector - ∞x∞
Post by: milo christiansen on June 16, 2017, 08:07:57 am
Will there be a square version? With TWBT nowadays there is no reason not to have square graphics.

In other news I think I need to look for a good SVG rasterization library, it would be really cool if you could feed Rubble a tileset with SVG tilesheets and let it automatically generated the PNGs based on desired game resolution...
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on July 04, 2017, 10:07:07 pm
Hi! I'm still alive! I've been preoccupied with commissioned work and other projects but I'm still slowly plugging away at this. With the completion of creature_next_underground I'm now a little over halfway done. I haven't caught up to where I was with the 8x12 graphics but I feel the upgrade to 12x18 has been worth it. Check it out!

(http://i.imgur.com/OaT8n4H.png)

A while back someone suggested I use nearest-neighbor instead of hand-vectorization for the high-res versions. I'm now leaning towards that since I feel mod support is a higher priority. What do you guys think?

Will there be a square version? With TWBT nowadays there is no reason not to have square graphics.

The non-square resolution was a deliberate choice. Dwarf Fortress' minimum resolution is 80x25 tiles. When resized, each tile is 24px wide. 24 x 80 = 1920 which is exactly the width of a 1080p monitor. As for vertical space, there would be enough room for exactly 30 tiles.
Title: Re: curses_vector - ∞x∞
Post by: Max™ on July 05, 2017, 12:02:52 am
I'd say go with what's simpler to make progress on, something-for-everyone-ism is kinda already covered by GemSet, and trying to go that route again without more technical control over tile display and such just seems like madness.

I like the CLA-ish feel of those btw, or more accurately if the letter tiles had sex with these tiles the babies would be CLA tiles I think? So that's a neat effect.
Title: Re: curses_vector - ∞x∞
Post by: CLA on July 10, 2017, 05:19:04 am
Wow, these look good!
Title: Re: curses_vector - ∞x∞
Post by: Rose on September 28, 2017, 05:02:15 am
Can I include this in Armok Vision?
Title: Re: curses_vector - ∞x∞
Post by: FantasticDorf on September 28, 2017, 05:19:26 am
Very very impressive, im surprised i never really noticed this earlier.

Perhaps a noobish question, but would it be possible to add color inversion onto the sprites as to illuminate certain details without conflicting (unintentionally) with the set base color? Beards for instance inverted in comparison to the rest of the sprite.

I really wonder what a multi-tile creature might look like with this artstyle.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on September 30, 2017, 12:12:33 am
@Japa
You may!

@FantasticDorf
Ah, are you talking about making the beards black like I did with the cave troll's cloth? I'd love to but like I said on the last page, I'd like to keep the sprite pretty ambiguous as it's a stand-in for both male and female dwarves. I'll include an alt in the pack, though, if people wanna swap it out.
Title: Re: curses_vector - ∞x∞
Post by: no_way on November 05, 2017, 12:38:01 pm
Hey, I've just registered to tell you that I find the mockups absolutely charming. I would be delighted to see a progress here :)
Title: Re: curses_vector - ∞x∞
Post by: september on November 26, 2017, 02:29:32 pm
While not as detailed as GemSet, I think this graphics set will accomplish what my ideal graphics set would do: clearly convey what things are but leave details up to the imagination of the player. No more chunky, goofy-looking dwarves sliding around the screen with a blank look on their face. Just a silhouette to convey the idea of a dwarf like ASCII does.

I think this is what really sets this graphics set apart from most other sets.
Title: Re: curses_vector - ∞x∞
Post by: jecowa on December 14, 2017, 06:12:26 am
DragonDePlatino, are you okay with curses_vector being bundled in Lazy Newb Packs? It'd be nice to have some high-rez stuff.

I was looking for a non-square x16 Curses tilesheet earlier and remembered curses vector. It turned out that this size requires a different aspect ratio, though. Next I was going to do a x20, but the math didn't work out there either, so I tried out x18 and x21 instead.

Not tested. They are rough, so don't expect any of these 3 to look great. But in case anyone really wants one of these sizes.
Title: Re: curses_vector - ∞x∞
Post by: Stardog765 on December 14, 2017, 09:17:17 am
This is a really cool tileset. I have never used it but would like to try it.

I don't really understand how the sizing works with tilesets to be honest though.
What size would one need for a 1920x1080 monitor for it to show correctly?


Thanks!

Title: Re: curses_vector - ∞x∞
Post by: AikonCWD on December 14, 2017, 12:31:41 pm
+1 for adding those vectorized fonts into LNP :)
Title: Re: curses_vector - ∞x∞
Post by: jecowa on December 14, 2017, 02:25:03 pm
I don't really understand how the sizing works with tilesets to be honest though.
What size would one need for a 1920x1080 monitor for it to show correctly?

The minimum size of a Dwarf Fortress window is 80 tiles wide and 25 tiles tall. Most of the time, we only need to worry about the width, though.

80 • 24 = 1920

To use a tileset with 24-pixel-wide tiles, your screen needs to be at least 1920 pixels wide to display the minimum of 80 tiles. On a smaller screen, you would either not be able to see the full window or you'd have to scale down the size of the tiles for the window to fit.

I like to play 1x1 embarks, though, so I like to pick out tile sizes based on vertical resolution. To see an entire 1x1 embark at once, you need 50 vertical tiles (48 for the embark and 2 for the UI border).

1080 / 50 = 21.6

If I want to be able to see my entire embark on a 1920x1080 monitor, I need a tileset that's 21 pixels tall or smaller. I like to go for tilesets 20-pixels tall to leave room for the task bar and the game window's border for playing in windowed-mode.
Title: Re: curses_vector - ∞x∞
Post by: Stardog765 on December 14, 2017, 02:27:02 pm
Thank you sir!

I appreciate you taking the time to explain that. Very helpful.

Title: Re: curses_vector - ∞x∞
Post by: encrusted bucket on December 14, 2017, 07:50:45 pm
so there is not going to be a 12x8 version of this graphic set?
Title: Re: curses_vector - ∞x∞
Post by: raeborga on December 21, 2017, 01:38:53 am
I like to play 1x1 embarks, though, so I like to pick out tile sizes based on vertical resolution. To see an entire 1x1 embark at once, you need 50 vertical tiles (48 for the embark and 2 for the UI border).

1080 / 50 = 21.6

If I want to be able to see my entire embark on a 1920x1080 monitor, I need a tileset that's 21 pixels tall or smaller. I like to go for tilesets 20-pixels tall to leave room for the task bar and the game window's border for playing in windowed-mode.

This is good advice.
I've never considered doing 1x1 embarks...

I realize this isn't really on-topic... Just wanted to say thanks.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on December 22, 2017, 01:43:03 am
With the coming of Christmas break, I've found more time to poke at this project! Here's a preview for a couple of items:

(https://i.imgur.com/elng8ds.png)

Overall I'm using GemSet as a model for how most of the items will look. I've already got a baseline for how the different clothes, ores, etc. will be told apart so I'm not gonna re-invent the wheel! It also helps that I have a nice visual guide to which IDs match up to which subtypes. All of the organizational work is out of the way so I can just focus on the art.

DragonDePlatino, are you okay with curses_vector being bundled in Lazy Newb Packs? It'd be nice to have some high-rez stuff.

Apologies for the late reply but yes! I'll go ahead and tack on a Creative Commons license onto the first post to clear up any future confusion.

so there is not going to be a 12x8 version of this graphic set?

I'm afraid not. I did a lot of work in 8x12 and it was a hard decision to start over. In the end it means I have a lot more breathing room for detail and things will fit on 16:9 monitors while keeping the vanilla tile ratio.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on December 27, 2017, 02:02:58 am
Hey folks, I'd like some feedback and help with workshops. I want to completely overhaul all of the vanilla workshops for Bitlands but I need to know my limitations before I can move forward. I've checked the raws and token explanations on the wiki but I'm still confused.

(https://i.imgur.com/EG6hKWP.png)
Butcher's shop, metalsmith's forge, fishery, ASCII as examples.

All of the workshops will be color-coded by industry and have border tiles to help separate adjacent workshops. They will be built out of modular pieces that can be reused to save texture space and provide a base for modders. What I'd like to know is:

1. Can you change the tiles of vanilla workshops? Ideally, I'd like to change them to use 9 unique characters (pictured right) so the TWBT overrides can make each a unique tile.

2. Where can I find a comprehensive list of all the workshops? I always go by raws instead of the wiki so I have the official ordering. For creatures I use the regex \[CREATURE:.*\] and go down the list. With workshops I've tried \[BUILDING:.*:.*\] but that gives me reactions instead of building definitions. I also see lots of strange tags not listed there like CUSTOM_T, CUSTOM_R, etc...
Title: Re: curses_vector - ∞x∞
Post by: FantasticDorf on December 27, 2017, 02:35:25 am
Some of the workshops are hardcoded sorry, you could try emailing Toady to see if you could query more into it (or make a donation for a whisper in their ear to add workshop files into the next few versions), looks excellent though i would definitely look around for any third party, or reconsider altering your designs to be in-line with the ASCII tilesets (http://dwarffortresswiki.org/index.php/DF2014:Tilesets) as unique tiles might not be possible.

CUSTOM_R etc. are hotkeys for non-hardcoded reactions so that modding players can set their own keys.

Title: Re: curses_vector - ∞x∞
Post by: Rose on December 27, 2017, 03:12:11 am
Text will be text is the only option currently for changing workshop tiles.
Title: Re: curses_vector - ∞x∞
Post by: jecowa on December 27, 2017, 03:47:55 am
Hey folks, I'd like some feedback and help with workshops. I want to completely overhaul all of the vanilla workshops for Bitlands.

Spoiler: mockup workshops (click to show/hide)
Butcher's shop, metalsmith's forge, fishery, ASCII as examples.
Those look great! I like the color-coding.

All of the workshops will have border tiles to help separate adjacent workshops.
From what I can tell, this is impossible for a normal graphics pack.

1. Can you change the tiles of vanilla workshops? Ideally, I'd like to change them to use 9 unique characters (pictured right) so the TWBT overrides can make each a unique tile.
It might be possible with the Soap Workshop using building_custom.txt, but I don't think you can do this with most workshops, except maybe with DFHacking.

2. Where can I find a comprehensive list of all the workshops?
The closest thing I can think of is to build them all in-game and use DFHack and Clément's /hack/script/ (http://www.bay12forums.com/smf/index.php?topic=138754.msg7639873#msg7639873) .lua file to lookup clues for the TWBT override codes.

I always go by raws instead of the wiki so I have the official ordering.
What does the ordering do?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on December 27, 2017, 03:59:49 am
There's no real reason for the ordering. It's just to keep things organized and consistent with mod support (because workshops will be done in the order defined in the raws and some mods lack wiki documentation). But if there's no real ordering outside of DFHack trickery, I guess I'll just stick with the order specified on the TWBT page.

It's fine that this is impossible for normal graphics packs. Like GemSet, Bitlands will not work without TWBT so I don't mind needing it or another 3rd party script to modify the workshop tiles at runtime. As long as there's some way to modify the vanilla layouts of the hardcoded workshops to the example I showed, that's all I need. If you know any existing scripts to modify workshops please share them!
Title: Re: curses_vector - ∞x∞
Post by: Meph on December 27, 2017, 04:06:04 am
As Jecowa said, only possible for the soap maker at the moment. I guess you have to ask mifki... he is working on creature transparency at the moment. So there are certainly improvements to TWBT that are still in the making.

How detailed will you do it in the end? I always thought GemSet covered everything, but lately I looked into trees more and suddenly I have close to a full tileset of 256 new tiles just for trees. It's crazy, they have so many sub-tiles like leaves, woods, pollen, seeds, flowers, fruits, picked fruits, saplings, dead saplings... unique for pretty much every tree.
Title: Re: curses_vector - ∞x∞
Post by: burned on December 27, 2017, 06:46:49 pm
There's no real reason for the ordering. It's just to keep things organized and consistent with mod support (because workshops will be done in the order defined in the raws and some mods lack wiki documentation). But if there's no real ordering outside of DFHack trickery, I guess I'll just stick with the order specified on the TWBT page.

Maybe you could just use the order the game itself lists them? Siege Engines before Workshops before Furnaces, etc
Title: Re: curses_vector - ∞x∞
Post by: ☼Another☼ on December 27, 2017, 11:11:41 pm
PTW
Title: Re: curses_vector - ∞x∞
Post by: christopherd on May 16, 2018, 03:12:32 pm
Hey @DragonDePlatino, what happened to this tileset? It looks amazing. Right now I prefer to use the default curses ASCII but that preview makes me actually want to use a tileset! I know it's been a year, what news?
Title: Re: curses_vector - ∞x∞
Post by: christopherd on May 16, 2018, 03:29:01 pm
This looks AMAZING! I have a retina (15.4-inch, 2880 x 1800) display and even though I loved the look and shape (not square, for some reason I like that) and glyphs of the original curses tileset (and have played several hundred hours using it), the slight blurriness and the loss of detail from staying zoomed out with it was beginning to bother me. I started using this tileset, and it has all the same pros, without the resolution problems. I have a few suggestions in the same vein as your original post: make a special graphic for tables, chairs, barrels, and chopped wood. Anyway, thanks!
Title: Re: curses_vector - ∞x∞
Post by: jecowa on May 25, 2018, 06:54:34 pm
Any plans for an 800_600 version?
Title: Re: curses_vector - ∞x∞
Post by: Lord Snow on July 18, 2018, 05:05:56 am
Great work.
I don't think i'll ever be ready to move up to 48x72 and lose the additional information provided by increased tilecount, but this certainly is beautiful.
Spoiler (click to show/hide)

(truetype was disabled in init.txt in order avoid black outlines around text while using custom colors)
Title: Re: curses_vector - ∞x∞
Post by: FantasticDorf on July 19, 2018, 01:57:14 am
Would it be possible to apply the latest current graphic-pack science and have a subtle graphical deviation in this style based on the material of individual objects? A log and rough rock wall sprite to differentiate for instance.

You'd have to ask meph about their methods though on how they managed to achieve this with the elbow grease behind creating a expanded set of graphics.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on July 27, 2018, 06:43:56 am
Here's another progress update! It's been quite a while since my last one, seven months to be exact. In the meantime I've been focusing on a number of projects including freelance indie development and making my own game. But just this month, a user from the forums emailed me and reminded me there was still a demand for this, so I'm going to be doing my best to finish up vanilla support.

As of now, the status of Bitlands is:
Font: 100%
Creatures: 100%
Items: 100%
Plants: 30%
Terrain: 20%
Buildings/workshops: 10%
Font creatures: 0%

Moving forward I want to finish everything except buildings and do the initial release in a new thread. Then, I will do the workshop graphics and contact mifki to see if overriding the vanilla workshop tiles is possible. If not, I will begin to add mod support to Bitlands.

Compared to GemSet, there is one new thing I will be doing. I will be making a small command line installer that backs up the user's raws then patches them with Bitlands support. It will read from a list of provided files and override the tiles of creatures, items, plants, etc. It will also allow the user to resize the tileset for larger displays. Hopefully, it will streamline the installation process for users and make Bitlands more compatible with modified raws.

Compared to BAMM!, this tool will be written in C so it will be highly portable and won't require the user to install Python. It will be open-sourced (my first open-source project!) so anyone can port it to other platforms or modify it for their own tileset.

Any plans for an 800_600 version?
I'm afraid not. For both curses_vector and Bitlands I'll be sticking with a 2:3 tile ratio as I've found that works best when resized up to 1080p and 4K monitors.

Would it be possible to apply the latest current graphic-pack science and have a subtle graphical deviation in this style based on the material of individual objects?
That would be a good feature but unfortunately it wouldn't work well in a minimalistic tileset like this. I've experimented with doing basic things like profession tiles and the resolution is just too small to make a difference!
Title: Re: curses_vector - ∞x∞
Post by: Meph on July 28, 2018, 09:56:16 am
There were no changes on how workshop overrides work. Best you can do is overwrite existing tiles, but you cant change their arrangement.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on August 08, 2018, 04:22:27 pm
Progress on Bitlands has been going very smoothly. I've been working hard on what's left as well as what I missed in the last progress update. Unless complications arise in testing, I could see this tileset being finished in about a week. We're in the home stretch! Here's where the tileset is standing right now:

Text & Map Font: 100%
Creatures: 100%
Items: 100%
Plants: 100%
Installation tool: 90%
Terrain: 20%

Once every item here is finished, the final thing left will be the lengthy process of writing the raws. Thankfully, my patching tool will reduce the work that goes into this. Here's a screenshot of it in action:

(https://i.imgur.com/e4Qpmue.png)

I fear I might be reinventing the wheel by creating my own installation program, but I've learned a lot in the process of making it. It's heavily data-driven so modifying it to install other tilesets just involves replacing some text files. On the visual side of things, here's a teaser of some profession and plant graphics I just finished:

(https://i.imgur.com/OmoBF9T.png)

In contrast to other tilesets, Bitlands will not feature unique graphics for every profession. At this resolution it is difficult to differentiate tiles so similar professions will be grouped under the same graphic. Plants, however, will have a unique tile for every species. And so will trees! I'm not sure if all of them can be used due to the limited tileset space but maybe they can be used as sapling tiles? The next update will be the last before I put up a thread. I'm considering quietly posting a download here and getting feedback before I do a formal release. Would anyone be willing to provide a heavily modded fort as a guinea pig? :P
Title: Re: curses_vector - ∞x∞
Post by: Wokko on August 11, 2018, 01:26:53 pm
Awesome, especially I like wrestler and other military units with shields.

But the line between top and bot clothes looks way off on the dwarves with bare hands, just my 2 cents.

Anyway, great job. Hope the bitlands release is soon.

Edit: Btw, if the dwarves have so detailed professions, would other civs have the same detalization of their tiles? I guess it would look odd if dwarves were so different, and then all humans look the same.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on August 11, 2018, 02:01:23 pm
Thanks for the feedback, I'll look into removing that "belt" on the default dwarves. And yes, other civs will have profession graphics as well. Right now dwarves, humans, elves, goblins and kobolds have the full set of 36 tiles. I have a python script that generates the sheet layout so if I ever want to add more races (rows) or professions (columns) I just need to add them to a list.
Title: Re: curses_vector - ∞x∞
Post by: Wokko on August 12, 2018, 09:39:49 am
Wow, all civs with detailed professions, awesome.

I have another question though. Will you update the tileset with the new df updates? I really don't want bitlands to be forgotten like gemset.
Title: Re: curses_vector - ∞x∞
Post by: Meph on August 12, 2018, 10:20:13 am
Are you aware of the additions that Japa made to TWBT? Namely the option of adding a variety of sprites for a single object; adding sprites for different materials; and adding a sequence of changing sprites for a single object (aka animations).

That still doesn't fully help with complete workshop graphics, but for example the soapmaker could have moving bubbles, the forges glowing ember and the like. Copy+Paste items like all webs or all logs looking exactly the same can be done away with. And of course special materials, like for example Adamantine, could get a unique set of sprites.

Just as ideas.
Title: Re: curses_vector - ∞x∞
Post by: JakeParade on August 13, 2018, 04:28:21 pm
Bitlands looks actually 100% incredible. Good work!
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on August 14, 2018, 03:39:17 pm
Wow, all civs with detailed professions, awesome.

I have another question though. Will you update the tileset with the new df updates? I really don't want bitlands to be forgotten like gemset.

Bitlands will continue to be updated. I stopped updating GemSet for a combination of reasons, mainly that I grew to hate the art style by the time I finished it. For Bitlands, I'm planning on doing 4 things to help increase long-term support:

Are you aware of the additions that Japa made to TWBT? Namely the option of adding a variety of sprites for a single object; adding sprites for different materials; and adding a sequence of changing sprites for a single object (aka animations).

Yes! I've actually been using your overrides as a reference and while I won't be going the extra mile to add all of the materials (the art is too simple for that) I have been considering doing basic ice/stone/magma/wooden walls. I will probably not be adding animated tiles.

Bitlands looks actually 100% incredible. Good work!

Thank you! Once it's finished I'm really hoping Bitlands becomes the closest Dwarf Fortress has to an "official" look.
Title: Re: curses_vector - ∞x∞
Post by: Meph on August 15, 2018, 04:05:47 am
Quote
becomes the closest Dwarf Fortress has to an "official" look.
Difficult, considering that people either go for graphical packs like Phoebus/Spacefox , or stick to ASCII.

The ASCII purists might still think of bitlands as heresy,  while the fans of graphical packs might deem it too simple.

I for one love all the extra work you put in, the scripts, compability, vectors graphics... Its great. :-)
Title: Re: curses_vector - ∞x∞
Post by: Wokko on August 17, 2018, 02:14:36 pm
How is it going? I'm so excited about bitlands.
I don't know what I am awaiting more: df party system update, or bitlands release. Probably both.
Gotta check the thread every day.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on August 17, 2018, 05:07:28 pm
I for one love all the extra work you put in, the scripts, compability, vectors graphics... Its great. :-)

Thanks! I'm really hoping that the extra work I put in early on will make maintaining and updating the tileset easier.

How is it going? I'm so excited about bitlands.
I don't know what I am awaiting more: df party system update, or bitlands release. Probably both.
Gotta check the thread every day.

Things are going very smoothly. The process of writing the files took longer than I anticipated but that will be finished soon. All of the creatures, races, items, crops, shrubs, trees, plant growths and map tiles are drawn. The files for creatures, races, crops, shrubs, trees and plant growths have been written. What's left is to draw the remaining tiles, start on the overrides, test the tileset and ship it!

Since I'm currently checking the plant raws, I thought I'd highlight that process in this update.

Code: (defines.txt) [Select]

======================================
 COLOR CODES
======================================

#BLACK 0
#NAVY 1
#GREEN 2
#TEAL 3
#MAROON 4
#PURPLE 5
#OLIVE 6
#SILVER 7
#GRAY 8
#BLUE 9
#LIME 10
#CYAN 11
#RED 12
#PINK 13
#YELLOW 14
#WHITE 15

======================================
 CREATURE TILES
======================================

#DAEMON 38
#HOMINID 66
#HOMINID_BIG 67
#BLOB 69
#TUBE 70
#TUBE_MAN 71
#TENTACLE 72
#TENTACLE_MAN 74
#ANURA 75
#ANURA_MAN 76
#LIZARD 77
#LIZARD_MAN 78
#SHELLED 80
#SHELLED_MAN 81
#RODENT 82
#RODENT_MAN 83
#CANINE 84
#CANINE_MAN 85
#FELINE 89
#FELINE_MAN 97
#BULKY 98
#BULKY_MAN 99
#EQUINE 100
#EQUINE_MAN 101
#PRIMATE 102
#PRIMATE_MAN 103
#FISH_SMALL 104
#FISH_LONG 105
#FISH_BIG 106
#FISH_FLAT 107
#PINNIPED 108
#PINNIPED_MAN 109
#BUG_GROUND 110
#BUG_GROUND_MAN 112
#BUG_FLY 113
#BUG_FLY_MAN 114
#BIRD_SMALL 115
#BIRD_SMALL_MAN 116
#BIRD_BIG 117
#BIRD_BIG_MAN 118
#BIRD_TALL 119
#BIRG_TALL_MAN 120
#BIRD_NOFLY 121
#VEHICLE 122
#DIETY 142
#BOGEYMAN 164

======================================
 GRASS TILES
======================================

#GRASS_BLADE1 46
#GRASS_BLADE2 44
#GRASS_BLADE3 96
#GRASS_BLADE4 39

#GRASS_BAMBOO1 179
#GRASS_BAMBOO2 186
#GRASS_BAMBOO3 244
#GRASS_BAMBOO4 245

#GRASS_SHROOM1 166
#GRASS_SHROOM2 167
#GRASS_SHROOM3 252
#GRASS_SHROOM4 253

#GRASS_EYE1 79
#GRASS_EYE2 111
#GRASS_EYE3 9
#GRASS_EYE4 248

#GRASS_ARM1 242
#GRASS_ARM2 243
#GRASS_ARM3 169
#GRASS_ARM4 170

======================================
 PLANT TILES
======================================

#SHRUB_GRASS 174
#SHRUB_GRAIN 215
#SHRUB_REED 20
#SHRUB_STALK 157
#SHRUB_BRANCH 152
#SHRUB_VINE 21
#SHRUB_BUSH 5
#SHRUB_LEAFY 6
#SHRUB_BULB 229
#SHRUB_TUBER 235
#SHRUB_MELON 147
#SHRUB_SHROOM 231
#SHRUB_BARB 15

======================================
 PLANT GROWTHS
======================================

#GROWTH_LEAVES 6
#GROWTH_FLOWERS 5
#GROWTH_BUDS 237
#GROWTH_HEART 3
#GROWTH_BULB 229
#GROWTH_POD 170
#GROWTH_NUTS 59
#GROWTH_BERRIES 58
#GROWTH_ETAERIO 236
#GROWTH_ROUND 7
#GROWTH_LONG 169
#GROWTH_MELON 9
#GROWTH_PEPPER 44
#GROWTH_PINEAPPLE 224

======================================
 TREE TILES
======================================

#OW_BROAD 5
#OW_FRUIT 6
#OW_NUT 139
#OW_PINE 23
#OW_PALM 226
#OW_SHROOM 11
#OW_BROAD_DEAD 161
#OW_FRUIT_DEAD 141
#OW_NUT_DEAD 152
#OW_PINE_DEAD 18
#OW_PALM_DEAD 13
#OW_SHROOM_DEAD 147

======================================
 TREE GROWTHS
======================================

#GROWTH_DROOP 35
#GROWTH_POLLEN_CONE 126
#GROWTH_SEED_CONE 162
#GROWTH_CONE 162
#GROWTH_POLLEN_CATKINS 42
#GROWTH_SEED_CATKINS 238
#GROWTH_NUT 59
#GROWTH_ACORN 147
#GROWTH_SAMARA 60
#GROWTH_TREEPOD 127
#GROWTH_FEATHERS 168
#GROWTH_EGGS 111

At the lowest level of Bitlands is defines.txt. This defines a bunch of values used by DFPatcher. Have you ever forgotten a color code or wanted to know what you're using in the map tileset? This file keeps that all in one place so you can easily reorganize it. Just today I realized I had swapped the tiles for leaves and flowers (♣ and ♠) so I was able to change two lines in defines.txt and it updated in all the raws.

Code: (plant_garden.txt) [Select]
[PLANT:ARTICHOKE]
[PICKED_TILE:34]
[PICKED_COLOR:PINK:BLACK:BLACK]
[DEAD_PICKED_TILE:34]
[DEAD_PICKED_COLOR:GRAY:BLACK:BLACK]
[SHRUB_TILE:SHRUB_STALK]
[SHRUB_COLOR:LIME:BLACK:BLACK]
[DEAD_SHRUB_TILE:SHRUB_STALK]
[DEAD_SHRUB_COLOR:GRAY:BLACK:BLACK]
[GROWTH:LEAVES]
[GROWTH_PRINT:0:GROWTH_LEAVES:GREEN:0:0:ALL:1]
[GROWTH:HEART]
[GROWTH_PRINT:34:GROWTH_HEART:WHITE:0:0:0:59999:3]
[GROWTH:FLOWERS]
[GROWTH_PRINT:34:GROWTH_FLOWERS:BLUE:0:0:60000:119999:2]

The next level of Bitlands are the patch files. These are graphics-only raws that DFPatch will apply to the game. You can hand-write these, but I'm generating them with Python scripts. I could go the extra mile and write defines for the seasonal growth timings here, but I'm using the default ones so I just copied them over.

Code: (plant_garden) [Select]
[PLANT:ARTICHOKE] cynara cardunculus
[NAME:artichoke][NAME_PLURAL:artichokes][ADJ:artichoke]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:34][PICKED_COLOR:13:0:0]
[DRY][BIOME:GRASSLAND_TEMPERATE]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen artichoke wine]
[STATE_NAME_ADJ:LIQUID:artichoke wine]
[STATE_NAME_ADJ:GAS:boiling artichoke wine]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:HEART:FRUIT_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:PURPLE]
[DISPLAY_COLOR:5:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:artichoke seed:artichoke seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:yummy hearts]
[GROWTH:LEAVES]
[GROWTH:HEART]
[GROWTH:FLOWERS]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:5:2:0:0:ALL:1]
[GROWTH:HEART]
[GROWTH_NAME:artichoke heart:STP] bud not fruit
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:HEART]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:0:59999]
[GROWTH_PRINT:34:3:15:0:0:0:59999:3]
[GROWTH:FLOWERS]
[GROWTH_NAME:artichoke flower:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:34:6:9:0:0:60000:119999:2]
[DEAD_PICKED_TILE:34]
[DEAD_PICKED_COLOR:8:0:0]
[SHRUB_TILE:157]
[SHRUB_COLOR:10:0:0]
[DEAD_SHRUB_TILE:157]
[DEAD_SHRUB_COLOR:8:0:0]

The final step of Bitlands are the actual raw files! This is how they look after DFPatcher has applied them. DFPatcher found existing tags for PICKED_TILE and DEAD_PICKED_TILE so it replaced those, but the remaining ones were appended to the end. All of the temporary defines were removed so the patches are now in format that (hopefully) the game will accept.

This update was a little more technical than the previous ones but I hope it gave some insight into how Bitlands is patched! All these tools will be released so if other graphics set creators wish to use them they can include them in their download.
Title: Re: curses_vector - ∞x∞
Post by: JakeParade on August 18, 2018, 02:07:28 pm
Pardon me if you already answered this question somewhere as I'm lazy and don't feel like looking, but when Bitlands is ready are you going to make a new thread or just repurpose this one?
Title: Re: curses_vector - ∞x∞
Post by: pentastic on August 18, 2018, 02:16:28 pm
This is so awesome. I use a 3440x1440 34 inch monitor with Tergel, Gemset creatures, and curses vector text and have been looking forward to replacing Gemset with Bitlands since I first heard about it. I'm a bit fuzzy on this patcher though, will I be able to take just the creatures as easily or in a similar manner to Gemset?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on August 18, 2018, 08:21:10 pm
Pardon me if you already answered this question somewhere as I'm lazy and don't feel like looking, but when Bitlands is ready are you going to make a new thread or just repurpose this one?

When Bitlands is finished I'll post here and ask for playtesters. When it's finished and tested, I'll make a new thread!

This is so awesome. I use a 3440x1440 34 inch monitor with Tergel, Gemset creatures, and curses vector text and have been looking forward to replacing Gemset with Bitlands since I first heard about it. I'm a bit fuzzy on this patcher though, will I be able to take just the creatures as easily or in a similar manner to Gemset?

The patcher is pretty straightforward: just an exe and a bunch of text files. There are init files, overrides, creature graphics and raw patches in the folder. If you don't want to patch certain things then you can delete those files and it will ignore them.
Title: Re: curses_vector - ∞x∞
Post by: Meph on August 19, 2018, 12:42:54 am
I'd be happy to test a few things here and there. :)
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on August 20, 2018, 08:17:36 pm
Another update here! I was hoping to start on the overrides but there was one last roadblock I needed to get out of the way...inorganics. Stone and soil will be handled like they were in GemSet but with a few new additions.

(https://i.imgur.com/3nXWSRR.png)
(From left to right)
Oceanic soil, clay, sand, topsoil, sedimentary, intrusive, extrusive, metamorphic, flux, fuel, plaster, building, slade
low, medium, high-value tiles for ores, opals, prisms, clusters and adamantine.

I'm hoping that by breaking up everything into categories, things will be made easier for the player. You'll should be able to immediately tell the value and industry of a stone based off its appearance. In addition, the background of a stone changes based on its heat-resistance. Flammable, fire-resistant and magma-resistant stones have white, silver and gray backgrounds respectively. Lastly, the ores are color-coded by the kind of metal they produce whether that be iron (maroon), nickel (teal), tin (black), etc.

Overall, the only thing I'm not happy with is how hard it is to see "black" materials like obsidian and coal. Dark blue is used substitute for black throughout the tileset and it's just barely visible against the black background. I'm hoping that people fix this problem themselves by using color schemes instead of rolling with the default colors.

I'd be happy to test a few things here and there. :)

Alright, I'll mark you down for testing when it comes time for that. If anyone else is interested you can drop a reply here. Primarily, I just need people to make sure the patcher works and take some screenshots in adventure and fort mode for me.
Title: Re: curses_vector - ∞x∞
Post by: Wokko on August 20, 2018, 11:57:17 pm
Would be happy to help with testing too, I'm not a pro though, mostly I play adventure mode.
Title: Re: curses_vector - ∞x∞
Post by: september on August 21, 2018, 03:43:53 am
I would love to help test as well!
Title: Re: curses_vector - ∞x∞
Post by: Nikitaw99 on August 27, 2018, 04:11:04 pm
I'd like to test too.
Title: Re: curses_vector - ∞x∞
Post by: Wokko on August 29, 2018, 03:29:11 am
TC, how is it going?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on August 31, 2018, 09:45:13 pm
Alright then, four testers sounds like it'll be good enough! I'll be sending out DMs to Meph, Wokko, september and Nikitaw99 once the tileset is finished. Once Bitlands has been tested I'll be putting up a thread and throwing up the tileset+installer on GitHub.

Progress has been going smoothly. I've finished writing the 2500+ item and tile overrides which covers absolutely everything TWBT allows you to change except for buildings and workshops. As stated previously, Bitlands will not feature workshop overrides until I draw those and mifki adds proper workshop support. I will, however, be adding all of the single-tile buildings as well as multi-tile ones like axles and bridges.

With this semifinal update, I thought I'd highlight one of the biggest time-savers in Bitlands: the Python scripts. This is one of the more technical aspects so if you can't program then don't worry, this won't interfere with how you use the tileset and you can ignore this.

Code: (overrides.py) [Select]
def floor(name, pos, varied, uniform=0):
x = pos[0]
y = pos[1]
prefix = ['Light', 'Dark', 'Dry', 'Dead'] if 'Grass' in name else ['']
for i in range(4):
for p in prefix:
tiles[x + i][y].append('%s%sFloor%s:%s' % (name, p, i + 1, varied[i]))

if uniform and uniform != varied[i]:
tiles[x + i][y].append('%s%sFloor%s:%s' % (name, p, i + 1, uniform))

Defined in overrides.py are a bunch of functions like this which allow me to quickly generate all overrides of a type. You input the tile type of the floor, the position on the tileset and what the varied/uniform tiles of the floor are. The function generates all of the overrides in a simplified format like "GrassLightFloor:46" and adds it to a giant 2D array called tiles[][]. In the final step (not shown) the script iterates through tiles[][] and writes all the overrides in it. An example output after calling floor('Grass', [8, 4], [46, 44, 96, 39], 46):

Code: (overides.txt) [Select]
[OVERRIDE:46:T:GrassLightFloor1:tiles:72]
[OVERRIDE:46:T:GrassDarkFloor1:tiles:72]
[OVERRIDE:46:T:GrassDryFloor1:tiles:72]
[OVERRIDE:46:T:GrassDeadFloor1:tiles:72]
[OVERRIDE:44:T:GrassLightFloor2:tiles:73]
[OVERRIDE:46:T:GrassLightFloor2:tiles:73]
[OVERRIDE:44:T:GrassDarkFloor2:tiles:73]
[OVERRIDE:46:T:GrassDarkFloor2:tiles:73]
[OVERRIDE:44:T:GrassDryFloor2:tiles:73]
[OVERRIDE:46:T:GrassDryFloor2:tiles:73]
[OVERRIDE:44:T:GrassDeadFloor2:tiles:73]
[OVERRIDE:46:T:GrassDeadFloor2:tiles:73]
[OVERRIDE:96:T:GrassLightFloor3:tiles:74]
[OVERRIDE:46:T:GrassLightFloor3:tiles:74]
[OVERRIDE:96:T:GrassDarkFloor3:tiles:74]
[OVERRIDE:46:T:GrassDarkFloor3:tiles:74]
[OVERRIDE:96:T:GrassDryFloor3:tiles:74]
[OVERRIDE:46:T:GrassDryFloor3:tiles:74]
[OVERRIDE:96:T:GrassDeadFloor3:tiles:74]
[OVERRIDE:46:T:GrassDeadFloor3:tiles:74]
[OVERRIDE:39:T:GrassLightFloor4:tiles:75]
[OVERRIDE:46:T:GrassLightFloor4:tiles:75]
[OVERRIDE:39:T:GrassDarkFloor4:tiles:75]
[OVERRIDE:46:T:GrassDarkFloor4:tiles:75]
[OVERRIDE:39:T:GrassDryFloor4:tiles:75]
[OVERRIDE:46:T:GrassDryFloor4:tiles:75]
[OVERRIDE:39:T:GrassDeadFloor4:tiles:75]
[OVERRIDE:46:T:GrassDeadFloor4:tiles:75]

Bootstrapping like this instead of directly writing overrides has a number of advantages: it allows me to specify the x, y coordinates of tiles rather than the absolute tile indexes, so it's easy to update positions if I move something in the tileset. It makes writing overrides more organized and less error-prone than writing them one-by-one. Things like ANY_ENCASED variations or material tags can be automatically generated. If I want to add, say, more wall materials it's as simple as adding one more line to the script.

All of the scripts used to generate Bitlands will be included in the download in case people want to modify them for their own tileset.
Title: Re: curses_vector - ∞x∞
Post by: Meph on September 01, 2018, 03:34:07 am
Hehe, you even made sprites for the ANY_ENCASED ice/obsidian items?  :-)
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on September 01, 2018, 10:43:59 am
Kind of! All the encased objects use the standard item sprites, but with the fg/bg color changed to black/purple (obsidian) and white/cyan (ice). I've been using your tileset as a comprehensive list of everything I need to override so a huge thanks for being so thorough with that.
Title: Re: curses_vector - ∞x∞
Post by: Meph on September 01, 2018, 10:57:29 am
If you figure out how to do specific bodyparts/meats (what I'm working on atm), let me know. I want to do different skins for skins, hair, nerves, brains, lungs, livers, etc. I managed to get it to work for specific creatures (dog:liver for example), but not for livers in general.

But I think there are still many options, especially with japas materials and variety additions.
Title: Re: curses_vector - ∞x∞
Post by: KurzedMetal on September 02, 2018, 01:09:59 pm
I love you man, this is exactly what I was looking for: Some crispy quality font for menu texts (to use with TWBT) with no shades, beards or any weird stuff to upgrade from standard curses!

Any chance that you can make a 12x18 version of the font? 8x12 is too small and 16x24 is a bit too big.

Thanks!
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on September 02, 2018, 02:17:27 pm
Thanks! I've always wanted a standard curses upgrade and I'm glad I could fill that niche.

I've gone ahead and updated the main download with a 12x18 version. Unfortunately, it's a bit blurry because that's an export to 1.5x the default size. If you'd like a crisp, hand-drawn version, that's actually what Bitlands will use. If you want that now, here's my interpretation of curses at 12x18:

(https://i.imgur.com/thyGg4t.png)
Title: Re: curses_vector - ∞x∞
Post by: Wokko on September 09, 2018, 08:44:47 pm
Hi, how is the work going?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on September 12, 2018, 09:49:57 pm
Work has been a bit rocky lately. I just got around to setting up TWBT and testing what I've added so far (everything but workshops and half of the buildings). Some of my overrides aren't displaying correctly and my installer is failing to patch entities with certain names. My current focus is on ironing out every bug I can find myself and adding the remainder of the buildings. Once Bitlands is in a presentable state, I'll be sending it off to my testers one-by-one so we can polish this tileset to a mirror shine. :D
Title: Re: curses_vector - ∞x∞
Post by: Wokko on September 12, 2018, 11:04:51 pm
Good luck dealing with bugs, the tileset is definitely going to be awesome.
Title: Re: curses_vector - ∞x∞
Post by: Meph on September 13, 2018, 04:02:39 pm
Take your time.

I found a few new overrides, like specific bodyparts from the butcher (brain, lung, liver, etc), and I managed to get rotten meat take a different sprite than meat. Still trying to figure out of I can manage that for different stages of rotting bodyparts like arms, legs, etc. too. :)
Title: Re: curses_vector - ∞x∞
Post by: encrusted bucket on September 20, 2018, 01:10:46 pm
i have waited almost 2 years, release when
Title: Re: curses_vector - ∞x∞
Post by: Wokko on September 20, 2018, 05:00:33 pm
lol, you should have asked that 2 years ago.
I guess, he works on it, you're rude tho.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on September 20, 2018, 05:15:12 pm
I found a few new overrides, like specific bodyparts from the butcher (brain, lung, liver, etc), and I managed to get rotten meat take a different sprite than meat. Still trying to figure out of I can manage that for different stages of rotting bodyparts like arms, legs, etc. too. :)

Glad to hear! I've been struggling to get even the basic CORPSEPIECE override working properly, but if I can manage that I might add a few different material variations.

i have waited almost 2 years, release when

The wait shall be over soon...Everything is inserted and like 99.9% of it works, I just need to fix the few remaining quirks like mining designations, pedestals, teeth, etc. After that it's testing time! Here's a sneak peak of how it all looks in-game so far:

(https://pbs.twimg.com/media/DnWPmR9UYAkpcIy.png)
(https://pbs.twimg.com/media/DnWPmSMUYAIJrpG.png)
(https://pbs.twimg.com/media/DnWPmR_UUAA-CtC.png)
(https://pbs.twimg.com/media/DnWPmSJUAAMFcKi.png)
Title: Re: curses_vector - ∞x∞
Post by: Wokko on September 20, 2018, 09:11:48 pm
Wow, looks awesome.
A little suggestion though: humans & dwarves imo look better with black pixels as eyes, otherwise they're kind of hard to notice among other tiles. I liked the previous style dwarves more, but you can draw it as you want though.

edit: grammar
Title: Re: curses_vector - ∞x∞
Post by: voliol on September 21, 2018, 01:31:30 am
I agree with Wokko that the eyelessness makes creatures (even the non-humanoids) harder to distinguish as such. If this is a stylistic choice, it would be nice with an alternative version with eyes, unless of course this would be too much work for it to be plausible.

Otherwise this all looks great (been looking forward to a sneakpeak like this), my only irks are that void-tiles look a little to solid, and that downslopes don't look like upside-down upslopes, but the latter is probably just a matter of what you are used to.

How do FBs and other random beasts look by the way, do they take the shape of a differently colored standard creature, or are they controlled by some different ingenius mechanism?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on September 21, 2018, 12:46:45 pm
Wow, looks awesome.
A little suggestion though: humans & dwarves imo look better with black pixels as eyes, otherwise they're kind of hard to notice among other tiles. I liked the previous style dwarves more, but you can draw it as you want though.

I agree, I liked how the old creatures looked compared to the current ones. The problem is, giving creatures eyes messes with the upscaling algorithm I want to use for the 24x36 graphics. The xBR algorithm works well with big blocks of color but can look messy when you add small 1-pixel details like eyes. An example:

(https://i.imgur.com/XKiFtoO.png)

Whether or not I add eyes to the creatures depends on whether people want the sharp or smooth upscaled version. The downside to smooth is no eyes, the downside to sharp is I'm spending time maintaining something people could do themselves in an image editor. For now, here's an impromptu strawpoll where people can give their input:

How should the 2x version of Bitlands look? (https://www.strawpoll.me/16500628)

Otherwise this all looks great (been looking forward to a sneakpeak like this), my only irks are that void-tiles look a little to solid, and that downslopes don't look like upside-down upslopes, but the latter is probably just a matter of what you are used to.

How do FBs and other random beasts look by the way, do they take the shape of a differently colored standard creature, or are they controlled by some different ingenius mechanism?

I'll make the void tiles less solid and change the downward slopes into down arrows like vanilla. There's nothing special going on with the procgen creatures, unfortunately. Just a massive amount of brute-force overrides to make them all use the same tile.
Title: Re: curses_vector - ∞x∞
Post by: Meph on September 22, 2018, 11:35:41 am
With eyes looks better in my opinion.

Have you seen how I handled the procedual creatures?
Title: Re: curses_vector - ∞x∞
Post by: Wokko on September 28, 2018, 11:29:42 pm
How is it going? Is it finished, and now only some polishing is left?
Title: Re: curses_vector - ∞x∞
Post by: Taffer on September 29, 2018, 02:56:51 pm
How should the 2x version of Bitlands look?

I prefer eyes as well, but I also prefer the sharp upscaling to the smoothed one. I'd feel that way even if it didn't force you to ignore fine details.
Title: Re: curses_vector - ∞x∞
Post by: zilpin on October 03, 2018, 10:06:32 pm
PTW.

Big fan.

Vector graphics are how all tilesets and graphics sets should be done from now on.

Especially since these can easily be translated to square tiles.

Keep up the good work!
Title: Re: curses_vector - ∞x∞
Post by: Wokko on October 04, 2018, 11:47:59 pm
Hey DDP, how is the tileset?
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on October 07, 2018, 10:54:20 am
Vector graphics are how all tilesets and graphics sets should be done from now on.

Especially since these can easily be translated to square tiles.

Keep up the good work!

Thanks! And yeah, if someone ever wanted to adapt Bitlands into a square tileset that could probably be done with minimal work or even a script.

Hey DDP, how is the tileset?

Slow going at the moment, I've got some college work creeping up on me so that's been my focus at the moment. The tileset has been mostly cleaned up save a few edge cases like track designations, traffic designations, missing building animations and a few other things.
Title: Re: curses_vector - ∞x∞
Post by: Wokko on October 24, 2018, 10:21:21 pm
I wonder what comes out first: new df update, or bitlands.
I hope both.
Title: Re: curses_vector - ∞x∞
Post by: DragonDePlatino on October 27, 2018, 03:32:42 pm
Most likely Bitlands...!

I'm pleased to announce that Bitlands is now FINISHED and has moved into the beta testing phase. There were a lot of minor issues like designations conflicting with wall tiles and and my file-copying routines failing on Windows 10, but everything I could find has now been fixed. Now it's just a matter of sending it out to my testers one-by-one and finding everything that could go wrong with the 15,000+ overrides it has.

And with that, this will be the last Bitlands-related update I'll be making in this topic. I'll be starting work on a new thread and getting everything together to throw up on GitHub. See you then!
Title: Re: curses_vector - ∞x∞
Post by: encrusted bucket on October 31, 2018, 09:20:21 am
https://imgur.com/xUhnIyD
i cant wait more