This looks glorious, it's like a mix of grim-dark (but not too much) and classic game graphics (shining force)
Nice work.
EDIT: downloaded before the OP could be edited for the link :P
I just played with it, yep, IMHO sand is sweet but should blend with ground better. Everything else is FABULOUSS.
So... sexy!^ I am for that.
I have no idea if that's hardcoded in the gameYes it is.
Though, yeah, I'm guessing there's no way to adjust how fast they blink.Yes, there is.
CASTE_ALTTILE
CASTE_COLOR
COLOR.
CASTE_GLOWCOLOR
GLOWCOLOR.
CASTE_GLOWTILEGLOWTILE
CASTE_SOLDIER_ALTTILESOLDIER_ALTTILE
CASTE_SOLDIER_TILE
And thanks Toxicshadow and Hugo. :D Great Success? LOL
Did you manage to do the moving grass animation, using 2 tiles and alt_tile?It looks great, you should merge that in :).
[PLANT:MEADOW-GRASS]
[ALL_NAMES:meadow-grass]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GRASS]
[GRASS_TILES:0:216:0:216]
[ALT_GRASS_TILES:216:0:216:0] Alt-Alt: 0:216:0:216
[ALT_PERIOD:200:100]
[GRASS_COLORS:2:0:1:2:0:1:7:6:1:7:6:0]
[WET]
[DRY]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:MOUNTAIN]
[BIOME:TUNDRA]
[BIOME:TAIGA]
Also regarding having to mod the desert random plants, how difficult is it? If it requires real coding, I guess I'll have to pass. :[There's no coding required to mod DF whatsoever, it's just a matter of changing a few text tokens.
Meph, thanks. Though I'd really rather test plants in their natural biomes so I can see how well they mesh in with the other plants native to it. But that sounds nifty if ever I want to mass test something quickly. Hopefully though, I DID finish it. That would save me the trouble of backtracking, heh.
And sackhead, that looks like fun. Weird grass though. Gray and black. Are those custom plants? ... or did I mistakenly make certain grass species black? :o
PTW, and letting you know that your tileset is included in the MacNewbie pack as well. Magnificent artwork, thank you!
It's a DF from Scratch so for sure it's custom grass :P
About the Rubble link: Don't bother, I'll just add an a link to the Rubble and Better Dorf threads next time I update :)
Thank you both. :) And re:Wizard of Oz, lol, I read about that in Cracked. Haven't tried it though.
I love the look of this set, but for some reason I can't get the dwarves to show up properly like I see in the screenshots. They all show up grey and hard to distinguish from the background. Did I install incorrectly? :/
I love this. I always experiment with new sets, and I found your through LNP. It is my new favorite now! Also, I love your trade depot and entry way set up. Very pretty and practical.
... But why the two penises in that image? I can't un-see them.(http://i.imgur.com/YmYaK7u.png)
Awesome tileset...
... But why the two penises in that image? I can't un-see them.
LOL, those were supposed to be two dead trees beside a river starting overflow with blood. I used the same branching pattern tipped with differently colored columns (usually olivine) to depict trees in my catacombs.I meant the two chunks of wall just at each side of the title, but damn :o
You may be interested in the new Text will be Text plugin (http://www.bay12forums.com/smf/index.php?topic=138754), which allows you to set up a separate tileset for text to the rest of the tiles. As of version 2.01 (2014-06-04), it also allows you to add an arbitrary number of additional tilesets, tiles from which can be set to override specific items or building tiles. This functionally implements eternal suggestion #4 for full graphics support.
I'm going to include this in the Starter Pack, and it would be great to have a 'pure text' version of your tileset that can be dropped in. Most of the letters are already clear, but there's a few things like the quality symbols and any changed letters, numbers, and punctuation which are hopefully easy to include in a pure text tileset, and would make things a lot easier to read in cases where truetype doesn't work or has been disabled.
Any further stuff like overrides would be awesome, but given the rate of updates (including recently a demo of allowing different tile width for the menu) you might not want to invest too much time just yet - but don't let anyone stop you if it look fun! It's also probably a good way to deal with the whole walls-as-leaves thing that's going to come up in the new version, though that's still not so bad as the cursor/stairs/bins/'x' mixture.
Please don't feel any pressure - I just thought it worth sharing with the people who have done the work to make pretty graphics happen already :D
http://www.bay12forums.com/smf/index.php?topic=13957I think you wanted: http://www.bay12forums.com/smf/index.php?topic=139579
See also the full example here.
Well I don't think I've said this yet, but your graphics set is the best in my opinion. I am highly looking forward to the DF 2014 version whenever it may come. (especially should it come with the text bit)
Though out of a point of curiosity, do you plan to release a higher resolution version of the tileset at any point in the future?
Which tiles need to be changed, which needs new tiles, new raws, etc
Well I don't think I've said this yet, but your graphics set is the best in my opinion. I am highly looking forward to the DF 2014 version whenever it may come. (especially should it come with the text bit)
Though out of a point of curiosity, do you plan to release a higher resolution version of the tileset at any point in the future?
Thank you. :) It's still the usual chaos after a release though, and I'm afraid I can't make a new version yet until the dust settles. I'm really not very good at coding, so I'd be lost without some of the more established mods paving the way for me. Which tiles need to be changed, which needs new tiles, new raws, etc. Not to mention the essentials haven't yet been updated of courser - the LNPs, dfhack, Dwarf Therapist, the sound pack, etc. and the bugs that have yet to be squashed.
As for higher res, I dunno. Does it still affect the zoom? I'd like to, but when I tried before I could not zoom in as close as I wanted to.
Which tiles need to be changed, which needs new tiles, new raws, etc
Not too much that has changed actually.
There are leaves (tile#249, #059-semicolon, and #172-¼), branches/trunks ("wall" and "river" tiles as well as the animaltrap/low mountain symbol #127 and capital 'O' #79). They can all be changed in d_init.txt
#15 or #42 (not too sure) is used for a few more things (armies moving on the quick travel map in adventure mode, and stuff like chestnuts and seed pods on trees), and #5 is used as flower symbol.
As long as the leaves and flowers look reasonably leave- and flower-like respectively you don't need to do much updating.
I don't know how much you changed, but the only raw file you can't reuse from your 34.11 release is plants.txt or whatever it's called. Otherwise you just have to edit d_init.txt and you should be done.
Oh and all the tree tiles are now only used on the maps.
I think it might be better if I made my graphics set higher res then scale down if needed, as Meph's thread http://www.bay12forums.com/smf/index.php?topic=140794.0 implies it can be done.That being said, I havent managed to find a 64x graphic thats still recognizeable when scaled down to 16x. ;)
This is the size and font for windowed mode. Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.
[WINDOWEDX:800]
[WINDOWEDY:400]
[FONT:Obsidian_16x16.png]
You may disable window resizing if you wish.
[RESIZABLE:YES]
Full screen info. The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Obsidian_16x16.png]
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
[BLACK_SPACE:YES]
Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate. As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1350]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:Obsidian_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Obsidian_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]
[TREE_CAP_PILLAR:'O']
[TREE_CAP_PILLAR_DEAD:'O']
[TREE_TRUNK_PILLAR:79]
[TREE_TRUNK_PILLAR_DEAD:79]
[VARIED_GROUND_TILES:NO]
[VARIED_GROUND_TILES:YES]
@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that. :P
@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that. :P
I haven't had any problems aside from trees looking better in Phoebus right now and the grass not animating. :-\ Not sure where you got the idea I was having problems. (Unless the init bit would cause the grass not to animate?)
@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that. :P
I haven't had any problems aside from trees looking better in Phoebus right now and the grass not animating. :-\ Not sure where you got the idea I was having problems. (Unless the init bit would cause the grass not to animate?)
Those are exactly the problems I meant though. Copying the init over made the tree trunk use the ground tile instead of O, and the VARIED_GROUND_TILES being set to NO in the copied init made grass ugly.
Hey, I dug up my dusty account just to let you know I've been using your tileset with DF 2014 no problem. It took some fiddling, but this is all you have to do to make Obsidian work with .08.
Obsidian uses Phoebus as base, with changes to plants/grasses only.
Obsidian uses Phoebus as base, with changes to plants/grasses only.Thx for the tip, I patched Obsidian 0.8 based on Phoebus.
Hi all again. Sorry for the silence. First off, thank you very much to the guys who updated the set for the newer builds. I couldn't do so myself because I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.
Here's a preview of the upgraded peasant dorf:
(http://i.imgur.com/jVMs3Ul.png)
Oh and if I recall correctly, the only raws I changed (not counting the Phoebus raws), are the plants, grasses, and aquifer files. Not sure though, it's been so long.
Cool
PTW
...My soul is better than yours!
Hi all again. Sorry for the silence. First off, thank you very much to the guys who updated the set for the newer builds. I couldn't do so myself because I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.
Here's a preview of the upgraded peasant dorf:
(http://i.imgur.com/jVMs3Ul.png)
Oh and if I recall correctly, the only raws I changed (not counting the Phoebus raws), are the plants, grasses, and aquifer files. Not sure though, it's been so long.
Some more. Just gauging how the major sentient creatures should look like. I shortened the dwarves a bit to make them more distinguishable from humans. Left to right: dwarf, kobold, goblin, elf, human, troll:Neat :)
(http://i.imgur.com/DiyfltH.png)(http://i.imgur.com/peECWgj.png)(http://i.imgur.com/Fwr4JJu.png)(http://i.imgur.com/9x70Ipy.png)(http://i.imgur.com/z8uMjmk.png)(http://i.imgur.com/kVFk4ku.png)
I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.Super neat!
@fricy Hm. For the current (old) release? I don't really remember anymore, LOL. Honestly, I haven't played Dwarf Fortress for more than a year (entered a competition in the meantime), and still haven't played it yet. I'm focusing on completing the graphics before I delve into inserting them into the game. I've forgotten quite a lot about it. :[No worries, I expected something like that, lol.
But... since the old version doesn't need TWBT, it shouldn't require it yet. Hope it can be fixed though, and thanks for noting it.Thx, I'll try to find some time to investigate if tile 39 is ok. It should only be a temp. fix anyway, bugfix should be easy once mifki can focus on dealing with some outstanding issues with the plugin.
EDIT: On checking...
39 is used for demons, I think, not sure if implemented in game or been replaced by creature graphics, might be free;
But if I could give one suggestion...there's a bit of style clashing here. Your characters have sharp 1-pixel outlines and conservative color usage, but some objects (like the target) look like you took larger images and downscaled them. If you're going to do that, I would suggest using nearest-neighbor interpolation to keep their sharpness. That, or posterize the colors of all of your graphics to unify them a bit better.
This is all looking fantastic. I'm especially pleased that you're going for a larger resolution.
Im not sure why but using this tile set, even fallowing the manual install directions removes my "brew drink from plant" reaction from the still. meaning that the game is unplayable. i have been looking everywhere for a fix and asking around but so far i haven't got any answers on how to fix this. anyone have any ideas?
You are a pixel-magician. They look fantastic. They do have a lot of color though, did you test them ingame? If the game applies "dark grey" for steel over your already dark grey armor, it might be hard to see.
I still don't understand how the overrides actually will work, but I'll come to that when I have all the graphics done. I think mifki implemented color overrides as well.
Speaking of TWBT, have you had much luck with your experiments? I'm curious about the building sets in particular. Are fully unique tiles for each building possible or do they still share tiles? I'm wondering how I should tackle things like siege engines or workshops. Not to mention tree leaves and how they differ for different species (pine vs. palm vs. mahogany, for example).
You are a pixel-magician. They look fantastic. They do have a lot of color though, did you test them ingame? If the game applies "dark grey" for steel over your already dark grey armor, it might be hard to see.
Thanks. :) The colors are the "ideal" target look, and they will certainly still need to be adjusted before getting them ingame (along with transparencies and backgrounds). And nope, haven't tested anything yet.
I still don't understand how the overrides actually will work, but I'll come to that when I have all the graphics done. I think mifki implemented color overrides as well.
Speaking of TWBT, have you had much luck with your experiments? I'm curious about the building sets in particular. Are fully unique tiles for each building possible or do they still share tiles? I'm wondering how I should tackle things like siege engines or workshops. Not to mention tree leaves and how they differ for different species (pine vs. palm vs. mahogany, for example).
But yeah, one thing at a time. As I've said before, I really am not very good at the coding part.
So does this mean that, e.g. if I change the graphic for one tile in the ore smelter, another workshop which also use that tile will also be changed, therefore making it impossible to create fully unique buildings? :(I'll take mason workshop as example. It uses tile 177 (or 176, i can't recall) three times.
I CANNOT CONTAIN MY EXCITEMENT.I figured I would share the source of that gif because it is so much funnier when you can hear the wings slapping the cameraman and Stephen Fry chortling about it all (https://www.youtube.com/watch?v=wqUPZYhJCI0&hd=1&spfreload=1), and to post and say I'm excited to see how this turns out, Obsidian, more large tile and graphics sets is a desperately needed thing as is... well drawn ones is a bonus!
(http://i.imgur.com/l92fg3z.gif)
Oooh. So that's what posterize does. :o The target isn't actually resized though, but since circle-select isn't hard-edged, it results in fuzzy borders. Colors probably won't matter since the game will change those anyway (and I don't know how to use palettes effectively :-[). But I'll try to sharpen the borders of everything. Thanks! :)Can you not select the tool then turn off antialiasing in the tool options to get a crisp edge? Been a while since I used GIMP.
And some questions, I'm having trouble figuring out what Tile Types (df/tiletype.h) refer to. Is there anywhere where they are explained more in detail? For example what do the following tiles refer to?
FeatureBoulder, TreeCapFloor1, FrozenRamp, GrassDarkFloor1, Grass2StairD, SemiMoltenRock, TreeRootSloping, Waterfall, SoilWetFloor2, StoneWallWorn1
Additionally, water tiles don't seem to be listed, as well as several other things like smoke, sea foam, and levers Am I also correct in assuming that RiverE, RiverN, etc. and BrookE, BrookN, etc. refer to map tiles? Where are the map tiles defined, as well? Can they be overridden or do they still need to be merged with the main tileset? I'm referring to tiles like Moon, Highwood forest, Necromancer's tower, Elven forest retreat, Shrines, Hills, etc.
Bummed about the map tiles though. :[ This could introduce a whole new set of problems and might mean that even with overrides, some tiles in the main tileset will still really not be "free" since they are still needed for the world map.
Bummed about the map tiles though. :[ This could introduce a whole new set of problems and might mean that even with overrides, some tiles in the main tileset will still really not be "free" since they are still needed for the world map.
The thing is... With twbt, map is displayed with text tileset, so no need to keep tiles for world map. People are complaining so I need to finally change this, but even then there's going to be a separate tileset for world map. So don't worry about it anyway.
However, I can't seem to make the following work. They aren't replaced at all, and simply continue to use the default. Any tips on what I may be doing wrong?
[OVERRIDE:230:I:CROWN:CROWN::3:92] #CROWN
[OVERRIDE:45:I:SCEPTER:SCEPTER::3:108] #SCEPTER
[OVERRIDE:398:I:BOULDER:BOULDER::3:32] #BOULDER
Also does anyone have a savegame of a mature fort?
boulder is a tiletype. It's a native boulder found on map, not an item you receive after digging a wall. So you should use 'T' instead of 'I'.
never mind, i was wrong
Plus what it that tile number 398 means? maximum number available is 255 ;)
proper map-boulder will be [OVERRIDE:236:T:StoneBoulder:3:32]
proper piece-of-stone will be [OVERRIDE:7:I:BOULDER:BOULDER::3:32]
Don't know what is wrong with sceptre and crown, usually reason of override not working is a typo :)
Added: wild guess: try to type ":0:", instead of "::" in the "subtype" section
Added2: plus, if you beginning from scratch, you don't need to override crown, since it's the only thing that uses tile 230
Oh doh! LOL. I got that from the DFHack probe function. It said tiletype 398 and I unthinkingly used it. That said, still not working.
No! First number isn't a tile type, it's a tile number :) Ie. from http://dwarffortresswiki.org/index.php/DF2014:Tilesets
That's how it works - it first checks if there are any overrides for a given tile number because it's very fast operation, and if there are, then fetches more data about the tile (which is slower) and processes overrides.
DF with a 32x set will be amazing. I will make an higher res version for my mod myself but since I am no artist, may I use yours as a example to start with?
DF with a 32x set will be amazing. I will make an higher res version for my mod myself but since I am no artist, may I use yours as a example to start with?
Sorry for the late reply. Ran out of free time again so the upgrading has been put on hold. :(
But yes you can. Again, reuse/adaptation/rework of this set is encouraged (you can use any of the 32x I've finished and posted as well). Credit appreciated, but not required. Have fun :)
i truly agree.
Please update it to 0.42.x :-)
This needs to be updated for 42. Definitely my favorite graphics pack.https://github.com/fricy/Obsidian/releases
Any opinions on this? Would this be a suitable replacement for the current TWBT font included with the GitHub version of Obsidian? I'm not too familiar with the TWBT stuff yet.I find it really harsh on my eyes. It's all jagged and pointy, while Obsidian font is nice and smooth.
I find it really harsh on my eyes. It's all jagged and pointy, while Obsidian font is nice and smooth.
Some of it may be inevitable with a narrow font, but notice "S" and "t" have sharp tails that Obsidian lacks.
I'm not sure if AA makes a significant difference, but both look better than the original "harsh" one. It could be hurting if it's making thin lines thinner.
The color scheme happens to be different between the feelings screenshots, but I can still see it's been improved shape-wise.
Maybe it's good enough now.Tried it in game. Commas look a bit thick, but other than that I think it's beautiful. Periods maybe a bit, as well.
Tried it in game. Commas look a bit thick, but other than that I think it's beautiful. Periods maybe a bit, as well.
I'll probably start using if I'm ever on a version with DF Hack updated.
Will this work with vanilla DF 43.05 if I merge the folders into the DF directory structure?
Tried it in game. Commas look a bit thick, but other than that I think it's beautiful. Periods maybe a bit, as well.
I'll probably start using if I'm ever on a version with DF Hack updated.
Thanks for all the help. I've been messing with Mayday the past few days and thought I should upload this one before I forget.Spoiler: "tilesheet" (click to show/hide)
I was inspired by Meph's tileset to continue my work on the 32x32 Obsidian successor with TWBT (working name: Granite).Woah, this looks really good. It's nice to see others take interest in larger tile-sets, playing with the default ascii is great but sometimes tinkering with other stuff can give the game a different feel. Keep up the good work. :)
Deciphering the gobbledygook of code with little to no direction online is what stopped my initial progress. Now that I have Meph's tileset to use as a (very comprehensive) example/template I can finally continue the work without going insane. Progress will still be slow, but below are what I have so far. It may still change significantly as I explore what tiles can and can't be replaced with TWBT, as well as the new TWBT Next features.
Mountain biome snowy brookside in spring with patches of ice:Temperate marsh with dense reed beds along a flowing brook:Spoiler (click to show/hide)Savannah bordering a temperate forest with bamboo thickets:Spoiler (click to show/hide)Cavern (not yet fully re-tiled)Spoiler (click to show/hide)Spoiler (click to show/hide)
That's the plan. But it depends on whether I can fix the issues I'm having with it first.
That's the plan. But it depends on whether I can fix the issues I'm having with it first.
Do you mean disappearing backgrounds when you move the map or something else? I haven't seen that issue myself yet, will fix as soon as I can reproduce it.
Yep, the one I screencapped. No worries. I'll be focusing on the sprites for now then cleaning up the overrides list so I make sure it's not something stupid like the (currently very messy) overrides.txt clashing or the dfhack version simply being incompatible. By the way, is there a full list of the possible overrides somewhere? I remember DragondePlatino was compiling one, but I don't know if they finished it.
Yep, the one I screencapped. No worries. I'll be focusing on the sprites for now then cleaning up the overrides list so I make sure it's not something stupid like the (currently very messy) overrides.txt clashing or the dfhack version simply being incompatible. By the way, is there a full list of the possible overrides somewhere? I remember DragondePlatino was compiling one, but I don't know if they finished it.
There are lists in readme https://github.com/mifki/df-twbt#tables But I can't help with what the values mean, it's just all building/item/tile types in the game.
P.S. If anyone knows, can creature graphics be animated? Like they could be if they were in the main tilesheet? All of these were designed to be animated with 2 sprites per animal.
P.S. If anyone knows, can creature graphics be animated? Like they could be if they were in the main tilesheet? All of these were designed to be animated with 2 sprites per animal.
That's pretty easy to implement in TWBT for example. However I'm already worried that all the overrides and creature tiles won't fit in a single OpenGL texture (as current drawing code requires) because of the new -bg and -top textures, especially for 32px tiles. Two sprites per animal may be too much. Or I need to find a way to use more than one texture first.
Would it help if all the textures for overrides and creatures were mashed into two giant tilesheets? Should I trim all the textures so there are as little empty/unused tiles as possible? Or is it okay if I leave the alternate animation tiles there (in case animation becomes possible), but not use them in the raws?
I think a feature I'd like more is if the creatures get their own -bg and -top textures. A lot of my creature tiles are quite small, and I worry they'd be invisible because of the static background requirement. Would that be possible or would it be too much for the code already?
Yes, generally it's important not to have "empty" tiles. Obviously it will help not to include animation sprites too until they can actually be used. Do you know approximately how many distinct tiles (base tileset + overrides + creatures) you have/plan to have?
Unfortunately there's just no [easy] way to intercept unit rendering, that's why this is not supported. Maybe I'll find some way, maybe not.
As for the number of tiles, I don't know the actual number but ideally, everything that can be overridden. Some tiles are reused with just a change in the bg color (especially plants), but most will be unique. I'm even planning to have the directional wall-like tiles for unmined rock faces and river flows, though I'm not sure if that is even possible (though the override list seem to indicate it is). I'm completely rubbish at deciphering the raws, much less the code. I'm just an artist, which was why I gave up before. I'm already dreading having to organize everything and make sure the raws point to the right tiles.
As for the number of tiles, I don't know the actual number but ideally, everything that can be overridden. Some tiles are reused with just a change in the bg color (especially plants), but most will be unique. I'm even planning to have the directional wall-like tiles for unmined rock faces and river flows, though I'm not sure if that is even possible (though the override list seem to indicate it is). I'm completely rubbish at deciphering the raws, much less the code. I'm just an artist, which was why I gave up before. I'm already dreading having to organize everything and make sure the raws point to the right tiles.
You can use "probe" plugin/command to find out tile type if needed. You're interested in "tiletype: X" line, and then you can execute "lua ~df.tiletype[X]" with that number to get the tile type name that should be used for overrides.
I've just added the raw names to probe's output as well (e.g. "StoneFloor3"), so you should be able to avoid the lua step in the next DFHack release.
I can't do anything but get more excited everytime I read the new posts here... It sounds like you are going for a kind of 45 angle to views so that it appears more like say an old school dragon warrior or final fantasy game?!?! let us know when this gets close to say a late alpha/beta version... I so want to try it!
Oh if only. :-\ Not isometric but just top down, since the game can't support anything else. But as close as I can make it to traditional jrpg aesthetics, yes.
Oh if only. :-\ Not isometric but just top down, since the game can't support anything else. But as close as I can make it to traditional jrpg aesthetics, yes.
Have you seen this? http://www.bay12forums.com/smf/index.php?topic=138754.msg7390751#msg7390751 Currently it's just an experiment though and not in public TWBT release.
The Oblique is what I was talking about... I'm old school I still remember getting excited over new atari games... the system not the developer lol... isometric was the only word I could remember, but I always loved the oblique view in Final Fantasy 1-6, dragon warrior 1-5, even the old school Ultima went from tile to oblique at one point.
lol Final Fantasy 1:Spoiler (click to show/hide)
If I could get that games tileset and figure out how to force it into DF... I'd be happy and could go ahead and die.... otherwise I will live forever and its all your faults...jk...
now someone is going to point me to a FFI mode from 10 years ago with a full tileset lol.
but yeah great work on the tileset. I'll go back to watch mode lol.
Wait, how did you animate the grass?Alt tiles:
Obsidian Soul logged in last time half a year ago.
That's beyond amazing, well done! :) Love the sandstone and glass/ice tiles.
The Steam DF version allows a lot more freedom when it comes to graphics, so if there are any questions, send me a message.
Is it moddable? And is it easier to edit the raws?
Does it support sprite transparency?
Animations? Male/female-specific sprites?
Do natural rock/soil walls/roots/branches have LR, UD, UR, UL, DL, DR, pillar, etc. adjacency now?
How much of the Masterwork and TWBT features got officially implemented?
But yeah, I literally have no idea what has been going on in DF, Kitfox or regular version. I haven't been following anything for a while now.Huh. Well, me neither these last few months.
Moddable; yes, easier to edit the raws; no. Still easier than using TWBT though.
Yes, transparency is supported.
Animations to a certain degree are possible, although I stopped working on SteamDF before that was finalized. Don't know if anything was done in that regard, but in theory it can work.
Male/Female: Yes, or to be more precise: Caste specific sprites work.
Adjacency: Yep.
Masterwork features: None (never asked to have any included), TWBT features: Pretty much everything and a lot more.
Huh. Well, me neither these last few months.
Lovely sprites! :)
These rise the prospect of having a graphics pack similar to the official one available for Classic/free version users as well. From a modder's perspective, this is nice since sprites can be made to fit both Classic and Premium at once. The only other graphics packs I've heard are getting updated are Vettlingr's and Bitlands by DragonDePlatino, and both of them are more stylistically distinctive, in a way that sprites not done specifically for them will look "off". (Meph might be doing something as well, but I haven't heard about it since the drama.)
And a few questions:
What is the order of the animal sprites? It seems to be based on the alphabetical order of the raw files, but then giant creatures are at the end, and birds are at the top of the list instead of toads and worms (creature_amphibian and creature_annelid preceding creature_birds and creature_birds_new).
How come the FBs/titans/night creatures are looping? Is that a quirk of making things work with TWBT?
A gigantic snail composed of grime and filth. It has wings and it has a gaunt appearance. Beware its deadly spittle!
An enormous blob composed of water. It has an enormous shell and it squirms and fidgets. Beware its webs!
A towering three-eyed pterosaur. It has a long, curving horn and it has a gaunt appearance. Its chocolate scales are jagged and overlapping. Beware its hunger for warm blood!
A great humanoid composed of flame. It has two short tails and it squirms and fidgets.
(especially since multi-tile creatures are now seemingly possible).You can draw up to 96x96 in size.
s for the repeating tiles, they are placeholders. I do not know how the Kitfox version will deal with it, but at the moment, it is impossible to create specific tiles for FBs/Titans/Night Creatures in the classic version, because they are procedurally generated in-game.You need to draw the bodyshapes and appendages etc in separate sheets, those get assembled in code on the fly to create a sprite that fits the description.
is there a way to get an idea of how the new tileset layout is going to work? I want to get started on updating my tileset to work with the steam release, but I have no idea what tiles are changing or in what ways
We have plans to make a modding guide when we have all the info!
Nice work, really lovely. Maybe you and Meph should team up so we get a good alternative to Vettlingr's :PMh..... 8)
What? :DNice work, really lovely. Maybe you and Meph should team up so we get a good alternative to Vettlingr's :PMh..... 8)