Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Ironhand on April 06, 2010, 07:42:04 am

Title: Ironhand's Graphics Set (on Hiatus)
Post by: Ironhand on April 06, 2010, 07:42:04 am


WELCOME TO THE HOMEPAGE OF THE OFFICIAL 
(http://i34.tinypic.com/2r4nafq.png)
Tileset and Graphics Package



The most recent package is 0.68 (http://dffd.wimbli.com/file.php?id=2511) for DF 0.34.07.

NOTE: If walls look like mushrooms or turtles or something, UPDATE YOUR SAVEGAMES!
All you need to do is copy your raw folder, and replace the one inside your save file(s).



Updating as necessary



Spoiler: DWARVES (click to show/hide)

Spoiler: TILESETS (click to show/hide)



Spoiler: History and Changelog (click to show/hide)



Thanks to everybody who's supporting me and giving me suggestions,
and especially to all the graphics sets from which I've swiped ideas or tiles;
notably: Phoebus (http://www.bay12forums.com/smf/index.php?topic=52186.msg1126016#msg1126016), Mayday (http://www.bay12forums.com/smf/index.php?topic=53649.0), RantingRodent (http://www.bay12forums.com/smf/index.php?topic=29706.0)... and (http://www.bay12forums.com/smf/index.php?topic=53471.msg1146591#msg1146591) pretty (http://www.bay12forums.com/smf/index.php?topic=54142.msg1162027#msg1162027) much (http://www.bay12forums.com/smf/index.php?topic=49479.msg1028523#msg1028523) every (http://www.bay12forums.com/smf/index.php?topic=34834.0)body (http://www.bay12forums.com/smf/index.php?topic=54399.0) else (http://df.magmawiki.com/index.php/Tileset_repository).
And to Sphr and Bane for inspiring me with their lovely dwarf and animal sets.

Thanks also to Hermano, for this lovely little creature (http://www.bay12forums.com/smf/index.php?topic=54669.0),
and of course to the Toad (http://www.bay12games.com/support.html) himself.

(http://tnypic.net/a689b.png)

You guys are great!


Title: Re: Ironhand's Graphics Set
Post by: Ampersand on April 06, 2010, 08:38:14 am
Looks pretty good in my opinion. The only thing about big tiles like that is that they make the game pretty hard to play without a wide screen monitor. Personally, I stick to 10x10 myself. Still, if you're making a full graphics set, that one dwarf is almost nice enough to convince me to switch.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 06, 2010, 09:01:24 am
Yeah, the low number of tiles thing is what's really holding me back.
I love to be able to look at my huge, glorious dining halls all at once.

With my 1440x900 monitor, I'll get
60x37 tiles if they're 24x24 pixels,
45x28 if they're 32x32...

I wish there were a way to switch graphics sets when you scroll...
Title: Re: Ironhand's Graphics Set
Post by: Ampersand on April 06, 2010, 09:44:12 am
Isn't the absolute minimum width 80 tiles?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 06, 2010, 09:48:44 am
Well...

Huh.

Any ideas?
Title: Re: Ironhand's Graphics Set
Post by: Cthulhu on April 06, 2010, 09:49:36 am
Make them smaller?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 06, 2010, 01:09:22 pm
Yeah...

 :(


You'd actually need a 1920-pixel-wide monitor to be able to use a 24x24 tileset...

So... I guess I'm gonna have to shrink him.
Gosh, that totally bums me out.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 06, 2010, 03:20:46 pm
Okay, so I shrunk him down to 18x18 pixels.
That's just enough to fit 80 of him on my monitor.

(http://i42.tinypic.com/16lac2g.png)

I'm not sure I'm completely happy with him yet, but I think I will be.
Maybe I'll restore a little more detail to the face and shrink the body.

Anyway, thanks for catching me now on that.
This would have sucked a lot more if I'd already gotten through a few dozen tiles.

I'm thinking I might work on the 24x24 tiles in conjunction with my new 18x18 ones.
Maybe someday I'll get a 1920-pixel monitor, or maybe somebody rich would like my set.
The 32 pixel thing is totally out of the question now.
Title: Re: Ironhand's Graphics Set
Post by: Omegastick on April 06, 2010, 03:47:30 pm
Protip: anti-alias the top right of his head, it'll look much nicer. Unless you aren't anti-aliasing this, in which case make the forehead like this:
Code: [Select]
##
  #
  #
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 06, 2010, 04:43:21 pm
Like this?

(http://i42.tinypic.com/9bcfit.png)

Rather than anti-aliasing, I'm just fading to that dark brown on the edges.
Title: Re: Ironhand's Graphics Set
Post by: MaxMan on April 06, 2010, 08:07:20 pm
That looks awesome. Now make more!! *whips*

..no just kidding.. It looks great though, can't wait to see the rest.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 06, 2010, 08:57:23 pm
Don't make the recruits and wrestlers look the same, like Mayday did. I recommend giving wrestlers a rambo bandana (which is what I did to my graphics set).
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 06, 2010, 09:38:33 pm
Alright, so I think I've decided on an 18x18.
Here's what we've got right now:

(http://i40.tinypic.com/1bz1y.png)

These are, of course, highly subject to change.
I'll play around with bandannas tomorrow.
Title: Re: Ironhand's Graphics Set
Post by: Duelmaster409 on April 06, 2010, 09:58:26 pm
I love those there dorfs you have there.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 06, 2010, 11:24:46 pm
There was something wrong with your dwarf. I fixed it.
(http://img12.imageshack.us/img12/9468/59098809.png) [/silly]
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on April 06, 2010, 11:29:18 pm
There was something wrong with your dwarf. I fixed it.
(http://img12.imageshack.us/img12/9468/59098809.png) [/silly]

I would totally switch to a set of those dorfs.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 07, 2010, 06:34:10 am
Thanks, guys!

(http://i42.tinypic.com/11rvzub.png)

I feel the love.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 07, 2010, 11:51:06 am
Aaaaaah! Another reason to hate nobles. :)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 07, 2010, 02:36:28 pm
You don't like nobles?

I'm actually really looking forward to them.
I think it'll be fun to make fancy clothes and hats.

Anyway, check it out. I made some more stuff:

(http://i43.tinypic.com/5l9a1f.png)

I'm not sure I like the soldiers yet.
Skullcap-dwarf in particular doesn't do much for me.
I like the headband a lot better. Thanks for the suggestion!

My peasants are pretty nice, though, I think.
Check out that farmer hat. I'm proud of that one.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 07, 2010, 08:42:16 pm
One or more nobles need a whiplash (http://tvtropes.org/pmwiki/pmwiki.php/Main/DastardlyWhiplash). (danger: TVTropes link)

Edit: on the topic of useful things, you might give the military dwarves weapons. Also, make the shoulder spikes smaller on the 'large' one, this isn't world of warcraft! ...in fact, you should make a leather armor set too. And despite that they are dwarves, they don't all have to have beards when more uniquely distinguishing features could be in that space.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 07, 2010, 08:53:30 pm
Gosh, you're so pushy.

Keep your pants on. This is harder than it looks.

I do intend to add weapons eventually.
And yeah, the pauldrons are a bit excessive.
But I already said I wasn't done with the soldiers.

Anyway, I went ahead and put together my color scheme.
(http://i42.tinypic.com/30nkgtz.png)
Also, a miner, with which I am very happy.
Oh, and a jeweler. He has a monacle!

I can't decide what to do with the ranger.
I am accustomed to Sphr's dwarves, and that ranger
has a sort of wide-brimmed hat with a feather stuck in it.
But I'm wondering what other people have done for rangers.

So... what have other people done for rangers?
Title: Re: Ironhand's Graphics Set
Post by: Borgle on April 07, 2010, 08:55:18 pm
For rangers, I made the dwarf with dark green clothing and a cowl.
Love your style, by the way! ;)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 07, 2010, 08:57:51 pm
Thanks!

A cowl, huh?
I think I like that more than a hat.

Oh, you know what? I forgot medics!
What color is the medical profession?
Title: Re: Ironhand's Graphics Set
Post by: Borgle on April 07, 2010, 08:59:44 pm
They're purple. ;)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 07, 2010, 09:07:56 pm
Awesome, thanks.

Hey, check it out! A cowl:

(http://i41.tinypic.com/aw8c2f.png)
Title: Re: Ironhand's Graphics Set
Post by: Heron TSG on April 07, 2010, 09:12:19 pm
These are awesome! They have a lot of character.
Title: Re: Ironhand's Graphics Set
Post by: Borgle on April 07, 2010, 09:13:43 pm
Looking neat-o. :)

These are awesome! They have a lot of character.
They need more sassy-ness. ;)
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 07, 2010, 09:18:39 pm
Gosh, you're so pushy.

Keep your pants on. This is harder than it looks.
Chill dude, they're just suggestions. If it sounded like orders, that's because I was wriitng quickly since I forgot to put any important content in the post. :P
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 07, 2010, 09:26:12 pm
It's cool. I'm just giving you a rough time.

Here, check it out:

Diagnostician! Surgeon!

(http://i40.tinypic.com/4rs5cl.png)
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 08, 2010, 12:31:53 am
Hee! The apron is sinister. They might be confused with priests though. I suggest blood splatters for the surgeon, despite the fact that dwarves now wash themselves.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 06:50:14 am
You're right, he does look a bit clerical.
I'm really proud of the lab coat, though.

Gregory Zoden, M.D. cancels rest: interrupted by epiphany.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 03:38:57 pm
Zoden is the dwarvish word for House, in case you all missed that.

Anyway, I tried making some blood splatters,
but I'm not happy with them...

(http://i43.tinypic.com/j8mxxs.png)

Does anybody have any suggestions or pointers?
Title: Re: Ironhand's Graphics Set
Post by: Jack_Bread on April 08, 2010, 03:42:39 pm
The red could be darker. :)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 05:36:12 pm
(http://i44.tinypic.com/27zg76a.png)

I dunno...

I'm still not quite happy.
Maybe I'll come back to it.

If anybody has examples,
I would appreciate them.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 06:03:38 pm
Butcher dwarf is sort of getting there.

(http://i43.tinypic.com/29xztkj.png)

I think I like the medics clean, though.
But I'll come back to them.

I think I'll go take a crack at nobles.
Wish me luck!
Title: Re: Ironhand's Graphics Set
Post by: Jack_Bread on April 08, 2010, 06:23:19 pm
JackBread casts wish!
JackBread wishes for luck!
Invalid syntax.

I would give a reference, but my graphics set was made for 40d. :\
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 06:27:11 pm
...what?

Pixel art is pixel art, dude.
Title: Re: Ironhand's Graphics Set
Post by: Jack_Bread on April 08, 2010, 06:29:07 pm
I meant it has no surgeons.
Alright, I'll post it.
Title: Re: Ironhand's Graphics Set
Post by: MaxMan on April 08, 2010, 06:33:20 pm
If I may make a suggestion, I'd love to see different colors of beards on some of the dwarfs. But I guess this could be done when your done with everything, if not I can always edit it myself when you get that graphic set out there.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 08, 2010, 06:37:06 pm
Beard variety would be good.

Also, the butcher looks awesome.

And 40d graphics sets are compatible; the .txt connecting them to the raws needs to be changed however, since the raws have changed.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 08, 2010, 06:40:11 pm
Posting to subscribe to awesome thread.  8)

keep up the good work, I anxiously await this tileset.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 06:40:50 pm
Yay, thanks!

I like the diversified beard idea.

I'll play with that a bit.
Any recommendations?
For particular dwarfs?

Oh, one other thing:
Has anybody compiled a list of professions for 0.31?
I'd love to lay out my sheet so I can watch it fill itself in.
Title: Re: Ironhand's Graphics Set
Post by: Jack_Bread on April 08, 2010, 06:41:08 pm
Regular dwarves. I made a dwarf for each token! :D (Yes, even druid.)
(http://img266.imageshack.us/img266/3159/dwarves.png)
Soldier dwarves. I thought the color looked annoying, so I also made a colorless one.
Also, captain of the guard and royal captain of the guard.
(http://img36.imageshack.us/img36/6529/dwarfsoldiers.png)
Each profession have a different beard. :)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 06:46:18 pm
Ah, sweet! Thanks!

I guess I could just use this / Sphr's set to figure out what I need.

Are the medical dwarves the only new professions? Or is there new stuff?

Also, isn't there some stuff that's out? Like champions don't exist now, right?
And are there separate sprites for, like, the Armament dwarf and stuff?
Title: Re: Ironhand's Graphics Set
Post by: Jack_Bread on April 08, 2010, 06:49:23 pm
Toady didn't add the new profession tokens to graphics_example.txt in DF2010, so I'm not sure.
Though it does seem like Arsenal dwarves and the chief medical dwarves have their own sprites.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 08, 2010, 06:52:37 pm
I think it might be a nice touch to put a flower in the hair of herbalists/growers

other than that, beard variety isn't all that important to me. Maybe make important dwarves (read: nobles) have braided beards or somesuch.
Title: Re: Ironhand's Graphics Set
Post by: MaxMan on April 08, 2010, 06:53:06 pm
If no one beats me to it, here's a list of what I know: get ready it's a long list..

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 06:55:01 pm
No way! You're awesome!

...can we maybe get that in a spoiler tag?  :D

Also, is that a 12x12 set? That is impressive!
I thought 18x18 felt crowded!
Title: Re: Ironhand's Graphics Set
Post by: MaxMan on April 08, 2010, 06:57:44 pm
Of course it's missing all the zombies/skeletons and a bit of the towns people you find in adventure mode.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 07:00:14 pm
Well, it'll keep me busy for a while at least.

Thanks!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 08:50:07 pm
I made a kid!

(http://i39.tinypic.com/21lluh4.png)

I thought he looked better in peasant cyan.
Is anybody hugely offended that he's not in red?

Also, I tossed together a basic spritesheet.
Most of them are just copy-pasted placeholders,
but you can check it out in the OP if you want to.
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 08, 2010, 09:02:13 pm
Hmm.. give the child abit shorter beard.. maybe a stubble, because that just looks like.. a tiny dwarf.. not really a child of a dwarf..
but that's just my own opinion.
Nice set tough. :)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 09:20:27 pm
Good call.

(http://i39.tinypic.com/1znpso9.png)

Mutton chops!
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 08, 2010, 09:22:10 pm
Much better.
Atleast I think so. :)

But you could keep both versions incase someone likes the first one.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 08, 2010, 10:04:47 pm
Started the tileset! As in, I made my first tile.

Check it out:    (http://i44.tinypic.com/a1r14y.png)    It's a dimple cup!
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 08, 2010, 11:56:52 pm
Sweet. It looks exactly like a dimple cup. Prepare for the horrific ramifications of it appearing elsewhere.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 09, 2010, 04:54:41 am
Nice dimple cup. Could you anti-alias it at all? Mushrooms are quite anti-aliased I find.

I like your dwarves a lot. I think the butchers should have blood on them, optionally a cleaver. Cooks can have chefs whites with maybe one of those blue+white crosshatched hats.

I'm wondering why it's not possible to do the oversized set you had proposed? Try using big tiles and see what happens. It would be cool to see a dwarf, erm, dwarfed by something massive.

The absence of such a set already sort of tells me that it might not be possible, though.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 08:31:39 am
I didn't say it wasn't possible. But I wouldn't be able to use it on my monitor.
The game specifies that you must have at least 80 tiles horizontally
(so that certain menus can be properly rendered, or whatever).

So you'd need a 1920-pixel resolution for a 24-pixel graphics set.

And I haven't been anti-aliasing stuff, because I just use black backgrounds.
Also, this way you could use a ff00ff .bmp rather than a .png if you wanted to.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 09:53:51 am
(http://i44.tinypic.com/3582ik0.png) High priest!

(http://i40.tinypic.com/2dv8z6e.png) Woodcutter!
Title: Re: Ironhand's Graphics Set
Post by: Arucard on April 09, 2010, 10:40:28 am
Nice to see a new set coming from the ground up, they look really good so far (as you've already been told). I would throw my suggestion in for butchers/cooks having a white apron and chef hat, same direction Harmonica was suggesting. Also maybe try putting the blood splatter on the foreheads of the medical dwarves, it's kind of hard to see on the clothes, but a few little red pixels in the middle of those tan heads might show up well.  ;D
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 01:18:36 pm
Hats!

(http://i42.tinypic.com/2i9d6v.png)

Dyer, tanner, butcher, chef, brewer.

Also, I've updated the main sheet.
Check out the bottom-left noble.
That's the first of the new beards!

And yes, by the way, I do love mutton chops.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 09, 2010, 01:36:33 pm
I like the new sprites! Except, I don't really see the brewer as a "Chef hat" type, really.

Perhaps just giving it a beard soaked with beer foam? Or leiderhosen?
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 09, 2010, 01:53:47 pm
Perhaps just giving it a beard soaked with beer foam? Or leiderhosen?

That would be great!  ;D
Title: Re: Ironhand's Graphics Set
Post by: Twiggie on April 09, 2010, 02:36:45 pm
posting for awesomeness.
Title: Re: Ironhand's Graphics Set
Post by: Vampire Penguin on April 09, 2010, 03:20:16 pm
Hats!

(http://i42.tinypic.com/2i9d6v.png)

Dyer, tanner, butcher, chef, brewer.

Also, I've updated the main sheet.
Check out the bottom-left noble.
That's the first of the new beards!

And yes, by the way, I do love mutton chops.

I think you should make the butcher and brewer more distinct. Maybe a bloody hat for the butcher, and a completely different sort of hat for the brewer, plus lederhosen? Or maybe no hat at all for the brewer. My only concern is being able to look at the dwarf with a passing glance and being able to tell who he is, not looking at little details. But I love this, and will certainly use this when you finish.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 04:16:50 pm
We've got a baby dwarf now!

(http://i40.tinypic.com/xeo8hw.png)

Also, a prisoner, and I tried to
vary the cookin' chaps a bit.

What do you think?
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on April 09, 2010, 04:35:29 pm
They look excellent!

How ever, my only complaint is that there is a bit too much brown and dark colours. For easy identification, you should also add some colour co-ordination. Not completely, but just a little bit. Like coloured trim or what ever. Just my two penneth.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 09, 2010, 05:27:41 pm
fruity dwarf colors help identify them. Keeping groups similar colors like the kitchen workers being that dark brown, the doctors white, etc helps the player figure out what they're looking at right off the bat. Mayday does it very well, but the sprites are the same for the whole job "umbrella" of each group. To elaborate on that with individual sprites for each job is a really respectable undertaking.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 06:00:56 pm
Dwarfs with hair!

(http://i42.tinypic.com/v689kx.png)

planter, herbalist
I think.
Title: Re: Ironhand's Graphics Set
Post by: Jack_Bread on April 09, 2010, 06:05:38 pm
They need to look more different. For example, you could make the herbalist hold a basket of plants or give the plant a seed. :)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 06:16:38 pm
How about laurels?

(http://i44.tinypic.com/2irqexh.png)
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 09, 2010, 06:28:37 pm
How about laurels?

(http://i44.tinypic.com/2irqexh.png)

Nice.  ;D
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 06:32:12 pm
Those go nicely on a druid, too:

(http://i42.tinypic.com/2aetldd.png)
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 09, 2010, 06:40:59 pm
Wow, this looks really nice! The dwarves look... I'm not sure how to describe it, but I'd say "smooth"?
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 09, 2010, 06:44:43 pm
I kinda like the idea of making nobles a wee bit fatter than regular dwarves. I dunno, pudge just seems more... regal
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 06:46:02 pm
Thanks!

Yeah, that's a luxury that I afforded myself by using 18x18 tiles.
I also used up the whole tile with just the basic peasant dwarf.

Sets like Sphr's have extra room around the dwarf for tools and weapons.
I'm hoping I'll be able to overlay that kinda stuff over top. We'll see how it goes.

I don't  have any idea how you crazies draw your tiny little tilesets.
18 pixels is plenty snug for me.

As far as the fat nobles thing goes, I have ONE pixel to spare.
So they're not gonna get much fatter, if any.

Also, I'm pretty sure my set is already the most obese one I've seen. = P
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 07:09:24 pm
Here's a thresher!

(http://i40.tinypic.com/8y7q15.png)

Like the miner, he is shifted one pixel to the right;
he uses up all 18 pixels horizontally and vertically!

I love that I got four tongs on that pitchfork.


When I upload the new spritesheet tonight,
I'm gonna post one on a black background too.

It looks nice with all the darkened edges fading to black.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 09, 2010, 07:21:58 pm
You know what would be cool? If you made a tile of a crazed drooling dwarf with a lazy eye, and had that be the standard useless-dwarf tile - e.g. threshers, lye makers, wood burners and whatnot. You could have that be an alternate tileset, and you would be able to release that earlier for people who want to experience your awesome tileset yet don't need to distinguish between, say, a potash maker and fish dissector.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 07:28:54 pm
I figured I'd just leave the placeholders that I've got in there now,
so any beta version I released would just have boring, identical dwarfs.

But so far I've been unsuccessful with any graphics sets, even other people's.
I dunno if other people have had the same issues or whatever, but I'm hoping
that the OpenGL/40d19 merge stuff will just solve all of those problems for me...
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 07:49:42 pm
Slave dwarf.

(http://i42.tinypic.com/c3pn6.png)

Stripped of his possessions,
overworked by his harsh goblin overlords,
with only his conveniently long beard to keep him warm.
Title: Re: Ironhand's Graphics Set
Post by: Zai on April 09, 2010, 07:53:17 pm
That one's hilarious.

I like how he looks really downcast, especially compared to the others.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 09, 2010, 08:01:15 pm
On a happier note,

(http://i39.tinypic.com/2crt0tw.png)

The dyer now has a tie-dyed bandanna.
Heh. Maybe I should dye his beard, too.
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 09, 2010, 08:03:01 pm
On a happier note,

(http://i39.tinypic.com/2crt0tw.png)

The dyer now has a tie-dyed bandanna.
Heh. Maybe I should dye his beard, too.

Make it spotted with different colors. :)
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on April 09, 2010, 10:32:53 pm
Slave dwarf.

(http://i42.tinypic.com/c3pn6.png)

Stripped of his possessions,
overworked by his harsh goblin overlords,
with only his conveniently long beard to keep him warm.

His beard should be ragged/hacked short. Aren't long beards supposed to be a source of pride in DF?
It would make sense for it to be cruely cut by the slavers.

Also, on that note, nobles should have long beards. With the philo having one that drops to his ankles and stained wif white.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 09, 2010, 11:11:42 pm
These are all looking really great.

Could the brewer have a pint of beer in his hand? He's got to sample his output!

Only other thing for me was the stripes on the prisoner being slightly light perhaps, might look better if they were a tad darker.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 09, 2010, 11:15:21 pm
His beard should be ragged/hacked short.
As he has no clothing, a short beard would introduce... other complications.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 09, 2010, 11:21:15 pm
No it wouldn't, spores, you know. Or at least conveniently saggy muffin top, not that anyone wants to see that either.

However, I vote you keep the beard, if maybe make it more ragged. It makes it entirely clear that he's a dwarf at a glance.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 08:14:27 am
Medical turbans?

(http://i41.tinypic.com/fnqvc9.png)

Trimmed up the surgeon, too.
I think I'll give the chefs that beard as well.
Keeps it out of the food as well as patients.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 10, 2010, 09:32:15 am
Oh man, those are really nice.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 09:56:16 am
Thanks!

Have some new beards: (http://i41.tinypic.com/ta34wo.png)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 10:11:28 am
And some new hats: (http://i43.tinypic.com/25s4e2w.png)
Title: Re: Ironhand's Graphics Set
Post by: MaxMan on April 10, 2010, 10:44:18 am
Trimmed beards, those nobles be living the good life. Keep up the good work man.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 11:52:26 am
I reformatted the spritesheet, and compiled the list in order based on the sheet.

Everything has a placeholder now, except for the soldiers and any new stuff I'm missing.
Like I guess I'll need an arsenal dwarf and a chief medical dwarf. Is there anything else?
Aren't there more weapon classes in the new version? Like, dwarves can use pikes and stuff?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 02:37:42 pm
Found them!

[CHIEF_PHYSICIAN]
and [QUARTERMASTER]

I think all the classes and entities are filled!
Most of them are still just placeholders,
but now I can start crossing stuff out.

Let's watch the progress!
Title: Re: Ironhand's Graphics Set
Post by: Cr9 on April 10, 2010, 04:25:07 pm
I really like these. Not much else to say, you seem to be doing an excellent job. I can't wait to use these!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 06:19:05 pm
Thanks! You guys are too kind.

So, you know how I said I was working on nobles?
...that was a lie.

(http://i41.tinypic.com/4ql79l.png)  brains...
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 10, 2010, 06:25:21 pm
Hah, awesome.
Also, I really like the second beard:
(http://i41.tinypic.com/ta34wo.png)
It's very blacksmithy.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 07:53:43 pm
I guess I'm in a fell mood.

Executioner: (http://i40.tinypic.com/28v80ie.png)
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 10, 2010, 08:21:51 pm
Hmmmm. That's very good (I really like how you can see the hammer's shape even at the tiny size), but it'd be better if it were brighter, I think. It's hard to see. Of course, dark colors symbolize death, but still... maybe make it just a little brighter?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 08:38:07 pm
I'm in dark mode.

(http://i43.tinypic.com/25u5zed.png)

But yeah, I think I'm just about done
making undead and executioners and stuff.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 10, 2010, 09:01:42 pm
They'll be up against black backgrounds for the most part, I think. Lighter may be wiser.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 10, 2010, 09:05:19 pm
Yeah, that's probably a good idea.

I'm hitting the sack for the night, though.
I posted an updated sprite sheet to the OP.

Expect minimal updates over the next couple days.
I've got some projects I have to work on for school.

I'll be back.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 10, 2010, 10:52:07 pm
Had an idea: your prisoner dwarf, could he have one of those balls around his ankle?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 12, 2010, 01:47:21 pm
I'm back! And I've got some dwarfs for you...


Dwarfs with hair!  (http://i40.tinypic.com/351ift1.png)
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 12, 2010, 02:07:34 pm
Hah! Urist McT pities the fool who doesn't have a magma pipe!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 12, 2010, 02:18:35 pm
(http://i43.tinypic.com/muegqw.png)

I don't think I'm happy with the crossbow yet...

EDIT: Here is it on black (http://i44.tinypic.com/f0nbyx.png)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 12, 2010, 06:33:21 pm
I want to use a scroll for professions like architect

(http://i41.tinypic.com/21ch7jp.png)

and also a bunch of nobles like merchants or whatever,
and probably the chief diagnostician and stuff...

I don't like my scroll, though.
What am I doing wrong?
Does it look... thick?
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 12, 2010, 06:43:25 pm
Looks like... a piece of flat bread?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 12, 2010, 07:09:19 pm
Yeah, I'm thinking the same thing...

Are these any better?

(http://i40.tinypic.com/14k8cgx.png)
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 12, 2010, 07:10:00 pm
Yes.. I think so.. it does look better.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 12, 2010, 07:14:33 pm
Lightening them helps too:

(http://i40.tinypic.com/1127d4h.png)
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 12, 2010, 07:18:30 pm
About the crossbow, make it a tad lighter.. or maybe slightly thicker?
If neither works then maybe another color crosssbow would help?
If not then keep it as it is.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 12, 2010, 07:22:56 pm
I daresay I liked the first scroll more, maybe I'm just silly.

I also don't think the crossbow should be over his back. It also doesn't have to be realistically small- this is DWARVEN engineering!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 12, 2010, 08:57:56 pm
Hey, check out this one!

(http://i43.tinypic.com/2hnqe82.png)
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 12, 2010, 09:24:01 pm
Yes, atleast you can see it's a scroll now.
Title: Re: Ironhand's Graphics Set
Post by: Heron TSG on April 12, 2010, 10:03:58 pm
Lightening them helps too:

(http://i40.tinypic.com/1127d4h.png)
That's a pretty neat bow he has thar.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 12, 2010, 10:51:45 pm
I mistook the crossbow for a copper pick at first glance. Maybe make it a lighter wood?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 13, 2010, 07:44:04 pm
New armor!

(http://i44.tinypic.com/99l9na.png)

Sheriff, CotG, guard.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 13, 2010, 07:47:13 pm
Maybe it's just my contacts, but those guys look really blurry for some reason :x
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 13, 2010, 07:57:06 pm
I think they are pretty decent. :)
No blurryness here.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 13, 2010, 08:00:04 pm
Yeah, it was my eyes. Those look badass B)
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on April 13, 2010, 08:03:30 pm
As soon as they are 100% finished, I will use this set. :)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 13, 2010, 08:08:12 pm
Thanks, guys!
I'm glad you like them.

It's gonna be a while, though...
I'm starting to realize what I got myself into.

Still, I will try to finish it. Your encouragement helps immensely.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 13, 2010, 08:39:57 pm
I like the new armor a lot.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on April 13, 2010, 10:49:29 pm
Hey, check out this one!

(http://i43.tinypic.com/2hnqe82.png)

Personally, for an architect I believe the dwarf should be holding a set square or some kind of measuring instrument. As he has to go onsite so I presume he also measuring dimensions and stuff. That pic would be great for a book keeper. Also, to help define the ink quill, you should add a few darkish pixels at the nib to simulate ink.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 13, 2010, 11:04:01 pm
Free Mason's square and compass. Definitely give your dwarf this.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 14, 2010, 12:11:01 am
How many pictures have you finished, approximately? And how many total?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 14, 2010, 07:35:36 am
I think I've got more than 30 done now.
And a bunch that are sort of half-done.
Like the soldiers (they're all the same).

I'll post an updated sprite sheet tonight.

There are about 130 dwarves to do, plus
humans, elves, goblins, orcs(?) and kobolds.

And a few hundred animals and monsters.


I like the square and compass idea. Definitely will make one.

That sprite doesn't have a quill... I'm not sure what you're seeing.
But I like that idea, too. So I think I'll add one of those as well.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 14, 2010, 01:00:54 pm
Dang, that's a lot. I had no idea there were so many sprites.

Well, great job so far. I look forward to seeing the completed set!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 14, 2010, 05:40:31 pm
(http://i43.tinypic.com/2dqqecg.png) I updated the sheet and the list.
There's some new stuff on there.

Next update: Sunday.
Should be a good one.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on April 14, 2010, 06:02:00 pm
I am pumped.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 14, 2010, 06:23:42 pm
I really like the red capes. They look sweet.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on April 16, 2010, 02:37:03 am
That sprite doesn't have a quill... I'm not sure what you're seeing.

That thingy hes holding in his left hand (from our side) I presumed to be a writing implement. Or something.

Still, great work. This is A-wesome!

EDIT: About the slave, you could shorted his beard to ragged tufts and just add a loincloth to cover his undesirables.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 18, 2010, 08:53:12 am
Gentlemen. Ladies.

365 days is far too short a time to spend amongst such excellent and admirable dwarfs.
Which is, of course, why I intend to stick around for a while.

Anyway, in celebration of my first year on the forum, here's the military sprites!

(http://i42.tinypic.com/wwcaia.png)

And a drunk and some thieves.
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on April 18, 2010, 09:30:39 am
Awesome looking Dwarfs! I'm very interested.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 18, 2010, 02:48:19 pm
There's a drunk sprite? Or a thief sprite?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 18, 2010, 05:18:54 pm
I know, right?

You'll never actually see them in the game,
unless you do some modding or whatever.

Everybody puts them in their graphics sets, though,
so I figured I might as well do the same. They're fun to draw.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 18, 2010, 06:57:18 pm
I made a font for the tile set. You can see it in the OP.

Also, I'm going to ride that different-tiles-for-different-rock-layers craze that everybody seems to like.
Because I think it's pretty hot. I'm using the tiles that those guys made as bases for my 18-pixel ones.

Check out this lovely tiling:
(http://i39.tinypic.com/29e6ct0.png)

EDIT:
If you didn't notice, I decided to anti-alias the text in the tile set.
Because I just used a preexisting font. And I think it looks kinda nice.

Anyway, the tile set is now under way.
What do people think about walls? Square or diagonal?
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 18, 2010, 07:16:22 pm
What do you mean, square or diagonal?
Title: Re: Ironhand's Graphics Set
Post by: Zai on April 18, 2010, 07:18:04 pm
What do people think about walls? Square or diagonal?
Definitely square for me.

You could just make two versions, one with square and one with diagonal. But it might seem kind of pointless.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 18, 2010, 08:09:03 pm
I like diagonal.
Title: Re: Ironhand's Graphics Set
Post by: Heron TSG on April 18, 2010, 09:34:56 pm
Rounded ones are sweet.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 18, 2010, 11:08:20 pm
Rounded ones are sweet.
Blasphemer! Curves? In a dwarf fortress? You must be mad!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 19, 2010, 06:43:29 am
Yeah, I'm not feeling that either. Curvy walls just ain't dwarfy.

Cheddar: Traditional square tile sets like Mayday's are, well, square...
(http://www.dwarf-fortress.com/img/tileset_mayday.jpg)

More recently, a bunch of people have started jumping on the diagonal walls bandwagon.
Phoebus' new set is one of the ones that demonstrates that, but I can't find a good screenie of it.

I used to be a complete traditionalist with the square walls. I think I probably still am.
But I think I'll fiddle with the idea a bit and see what I can come up with.
The O vs pillar issue frustrates me to no end as well...
Title: Re: Ironhand's Graphics Set
Post by: Robsoie on April 19, 2010, 07:59:55 am
I am amazed how great your 2D art skills must be to make those very tiny sprites that awesome.
Fabulous job !
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 19, 2010, 10:45:23 am
Wow, thanks!

This is actually the first spriting I've really done.
I mean, I made a llama sprite to add to Sphr's set,
but I've never done anything from scratch before.

I'm finding I enjoy it quite a lot! It's also a lot of work!
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 19, 2010, 09:41:32 pm
Looking like a fantastic set. You must have done pixel art before, though?

Definitely voting square walls, although if you can make diagonal look less modern and un-dwarven then by all means go for it.

As for the stone and ore tiles: most importantly, don't make them absolutely punishing to look at. Some tile sets are like staring at magic eye posters. Bonus points for making valuable ores look like they are supposed to look (within reason) - most of the RAWs default tile-numbers that people use in sets are not correct. It's totally okay to leave a lot of stone types as plain/shaded colour rock. There are only a handful of actual minerals in the game that should have any colour other than grey.

edit: also you realise this thread is not in modding where it might get a bigger audience?
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 19, 2010, 09:58:24 pm
There are only a handful of actual minerals in the game that should have any colour other than grey.
I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 20, 2010, 05:53:01 pm
I'll keep that in mind. I figure if I make half a dozen wall tiles, I can fiddle them around and see what people like.

I haven't actually done any pixel art before. I mean, I've made an icon or two, but never anything remotely like this.

I think I'll leave my thread here. But maybe I'll toss a redirect thread in modding to let people know if they haven't seen it yet.


Also, this is the last week of classes for this semester for me. So this week and next week (finals), don't expect anything at all.
But right after that, I'll have two solid weeks to sprite. I'm going to aim for a big release on my birthday (May 16th).

Also also, I'm loving this new forum!
I don't know about you guys, but mine's running noticeably faster.

Anyway, cheers for a couple weeks. I will return, and I will bring lovely gifts for you all.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 20, 2010, 07:06:13 pm
Awesome! Don't worry about releasing on your birthday, though - your birthday is for you, not for us.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 20, 2010, 07:33:10 pm
There are only a handful of actual minerals in the game that should have any colour other than grey.
I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.
Personally, i can't wait until we can assign them graphics tiles...
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on April 21, 2010, 01:52:21 am
This is an incredible tileset!

I think, for the drunk you should add beer stains onto his shirt. Also, maybe the wrestler be standing in a 'power pose' and have his arms out, ready to fight. Also, the mace for the macedwarf is kinda hard to see. And the Elite Sworddorf should have his sword up cause it makes him more distinguishable.
Title: Re: Ironhand's Graphics Set
Post by: Arucard on April 21, 2010, 06:44:00 am
Yeah, I can't wait for this thing to be done, it seems to be the first completely new graphic set for a while. Everything looks really great and unique, I hope you are able to do the other civs eventually too. ;D
Title: Re: Ironhand's Graphics Set
Post by: hermano on April 21, 2010, 09:03:03 am
I love the clear and simplistic look of your dwarfs. It's very dwarfenly. I'll be watching your progress (and hope that you get around to work on a 16x16 version when you are done with this :) ).
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 22, 2010, 05:21:12 am
There are only a handful of actual minerals in the game that should have any colour other than grey.
I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.

Well, what I meant was, there are only a few that take colour in real life. So yes you can have gold be gold and iron be brown and so on, but there's not much point in having every stone multi-coloured since they're all relatively useless. Bauxite for example is bright red, when it's grey in real life and looks much better in game as a dull stone tile. There are lots that should be plain white, like chalk, and don't lose anything for being so.

In my tileset, I use the icons to separate the special ones (gold, copper, etc) from the useless stones. Gold and copper look different in the walls and when dug out, for example.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 22, 2010, 09:05:51 am
Yeah, that's true. A lot of people, especially, dislike the brightest useless stones, like microcline. So those should be toned down a bit.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 22, 2010, 01:01:17 pm
Yeah, I kinda go back and forth on that issue. On one hand, it's kinda cool to
use a gritty, soberly colored stone set. Easier on the eyes and kinda immersive.
It also helps deal with the issue of sharp tile edges because they're all so similar.

Although, I also kinda like making colorful fortresses, with patterns and brightly
colored rooms for nobles or dining halls. But I guess you can use metal for that...

Right now I'm thinking I want more of a walls-look-like-walls kind of thing,
where the differences between different types of natural stone are very subtle,
because I feel like that will allow people to differentiate without destroying the
lovely symmetry of their fortresses. I'm totally open to suggestions, though.

Gosh, this week is rough! Still no new art. I've barely had time to breathe.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 23, 2010, 09:17:43 pm
There are some sets which have too many different similar tiles for rock types, and they are pretty hard to look at for long periods because everything bleeds into each other. Although realistically the rocks have different formations, when you put those tiles all together it's all a bit nuts.

Having certain types use strata like formations, and others use solid colour or simple hashing is quite nice. Also gold using lumpy rocks, and copper using nuggets, and so on.

Remember you can change the tiles for when they are dug out of the wall to something different (I have pretty much all stone as just a pile of rubble, with useful stuff individual looking).
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 24, 2010, 10:49:33 am
Wait, you can change the tiles used for mined stone?
I thought it was always just boulders for rocks and *s for ore...
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 24, 2010, 11:59:45 am
In the raws, [TILE:x] is the unmined tile, [ITEM_SYMBOL:x] is the tile used when it's mined out.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 24, 2010, 12:02:36 pm
Awesome saucepan. I will mess around with that.
Title: Re: Ironhand's Graphics Set
Post by: jarganaut on April 24, 2010, 12:52:25 pm
I really like your dwarves so far, cant wait to see the finished product.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 25, 2010, 08:43:42 am
Quote from: The Development Logs
...the SDL/OpenGL/40d# merge is underway...

(http://i40.tinypic.com/wwdkdx.png) Yay.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 25, 2010, 11:55:13 am
oh god that is scary.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 25, 2010, 12:51:20 pm
what
i don't even
Title: Re: Ironhand's Graphics Set
Post by: Heron TSG on April 25, 2010, 02:15:59 pm
That's pretty scary, if I must do say that that is so myself, indubitably!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 26, 2010, 06:21:23 pm
Whatever.

Here's a teaser of the tiling stone tiles I've been making:

(http://i41.tinypic.com/2wg5en8.png)

A couple of them (mostly the one in the middle)
are based on ones that I took from other people.
But most of them I slapped together from scratch.

I should have a pretty nearly finished tileset soon.
It's pretty sweet. Looking forward to showing it off.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on April 26, 2010, 06:42:14 pm
Ooooo.
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on April 26, 2010, 06:44:11 pm
Lookin' good. Very exciting.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on April 27, 2010, 07:30:14 am
Hello,

is it possible to implement your actuall dwarfs?
i would like to merge your dwarfs with mayday till u are finished if this is allowed

the second point is i want to see how they look ingame i tryed some graphics mod who looked good as png or bmp but bad ingame

thanks for your advice
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 27, 2010, 07:55:39 am
Mayday's set is 16x16. My dwarfs are 18x18.

So unless you resize one or the other, not so much.

However, I plan to release a test version as soon as the merge happens.
So hopefully just a couple days and you'll get the whole package at once.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on April 27, 2010, 08:31:09 am
woho that would be cool
i will be waiting ^^
Title: Re: Ironhand's Graphics Set
Post by: Outcast Orange on April 27, 2010, 08:56:40 am
I am also watching this excitedly.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 27, 2010, 10:20:37 am
I posted the PNG tileset as it is, if you want to check it out.

There's 256 tiles there.
A lot of them I drew from scratch.
A lot of them I swiped from other sets.

It's gonna get edited before the release, particularly:
- O is gonna get merged into the walls a bit,
- the walls themselves are gonna get a bit of texture
- I'm not happy with the generic grey/greyer/greyest tiles
- What do people do with the toy tile? I made a puzzlebox...
- Barrels might need some work if they don't use a BG color
- A couple are blurry because I just scaled them up from other
 sets (the floor hatch and the downward staircase, for example)

Anyway, feel free to admire what's there.
I'm looking forward to trying this out in-game!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 27, 2010, 03:05:24 pm
Arena mode teaser!

(http://i44.tinypic.com/k52yhu.png)

Are you pumped? I'm pumped.
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on April 27, 2010, 04:18:33 pm
I, for one, am pumped.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 27, 2010, 05:26:57 pm
I just realized how much my walls look like they're made of foamcore.

But whatever. I think they're nice.

I slapped that texture onto the font, as well.
And ramps. And punctuation. It's cool. Check it out.

(http://i42.tinypic.com/2z6rxqv.png)

Dwarfs aren't in yet. That's just a manual proof of concept.
...the concept that the dwarfs look good with the tiles. = P

Anyway, I might work on letter spacing a little bit.
I didn't pick the best font for a monospace game.
Title: Re: Ironhand's Graphics Set
Post by: smigenboger on April 27, 2010, 05:30:19 pm
You suggested making some creatures small in comparison to the mega ones, is there a way to make one tile spill over into others? It would certainly make large creatures look better
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 27, 2010, 05:35:32 pm
I wish. That would be sweet.
I could give megabeasts wings and tails and stuff.

But alas, no. The only multi-tile creatures are wagons.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on April 27, 2010, 06:11:01 pm
the dwarfs look realy good ingame

is it just this wall or wont there be a bevel?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 27, 2010, 06:16:06 pm
I haven't made a wall set with diagonals yet, but I probably will.
I'm partial to the square ones, but I know some people like diagonal ones.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on April 28, 2010, 02:31:06 am
Those walls look great, probably the best walls I've seen.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on April 28, 2010, 02:59:50 pm
hej its me again :)

some idea about the mining dwarf ^^
a candle in an hand?
its dark down there :P

ps i like the walls too
Title: Re: Ironhand's Graphics Set
Post by: Sensei on April 28, 2010, 07:51:19 pm
So... moar dwarves?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 28, 2010, 07:59:32 pm
Guess so.

First, though, I have two more final exams.

On Friday I will be free to return to spriting.
Title: Re: Ironhand's Graphics Set
Post by: smigenboger on April 28, 2010, 08:34:31 pm
Spriting...are you limited to pngs? I would love to use animated pics for tiles
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 28, 2010, 08:47:47 pm
Again, not currently supported.
And again, yes, that would be awesome.
Title: Re: Ironhand's Graphics Set
Post by: Deon on April 29, 2010, 07:23:41 am
I wholeheartingly approve!

Here's a hill-dwarf whore for you to celebrate your success.
(http://www.imagechicken.com/uploads/1272547593065705500.png)

Sorry, no blackjack tables for now. Wait for the next caravan.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on April 30, 2010, 08:15:41 pm
Freedom!

I will now proceed to spend the next two weeks spriting,
with no petty school work to distract me from what's truly important.

Let's crank us out some dwarfs.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 01, 2010, 05:21:42 am
yaaah hoped to hear that ^^
Title: Re: Ironhand's Graphics Set
Post by: janekk on May 01, 2010, 07:16:22 am
Daamn thats one good looking title set  :D. Everything looks great, dorfs, font etc. I would even go as far as to say it looks even better than Sphr's set. Looking forward to it.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 10:04:29 am
Thanks!

Started working on nobles.

(http://i42.tinypic.com/b6xyqw.png)

Baron, count, duke.
I'm not done with them yet.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 10:39:22 am
Bling.

(http://i43.tinypic.com/e3vuw.png)
Title: Re: Ironhand's Graphics Set
Post by: Heron TSG on May 01, 2010, 10:40:14 am
I like how all of the nobles seem fatter than the other dwarves.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 11:08:57 am
Pixel magic.   ;)
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 01, 2010, 11:46:55 am
I like the nobles a lot. Very excited for this tile set.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 12:00:37 pm
This is fun!

(http://i39.tinypic.com/x7i8o.png)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 12:15:07 pm
Holy. Crap.

RantingRodent did different sprites for females!

That is the coolest thing I've seen in quite a while.
I need to jump on this bandwagon.


...I guess I'll finish the male set first.
But that is definitely going to happen.

I'll be able to do stuff like only giving male lions manes, too.

I'm so excited!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 01:00:07 pm
New color scheme.

(http://i41.tinypic.com/akwsqu.png)

Now you won't get confused when your baron becomes a count, or whatever.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 01, 2010, 05:03:20 pm
hej,
one question
for training i will be moveing back to 40d
will it be possible to use your comeing seting for the older version too?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 05:31:17 pm
Oh, yeah. I suppose I can do that.

When the merge happens, I'll spend a day fiddling with RAWs.
I can make you a 0.29 version in addition to my 0.31 version.

Don't know why you wouldn't want to play 0.31, though.
It's pretty awesome.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 01, 2010, 05:36:54 pm
yeah i like the 31 version too

but my main problem is i learned the game to play 1 year ago
in 31 is very much new it seems so the most guides are for 40d and not for 31
havent found a realy good starting guide for the new version so it seems iam forced to learn with 40d first and after that change to 31 and just learn the changes ^^

not a good idea?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 01, 2010, 05:45:02 pm
I dunno.

Honestly, all the stuff for 40d still applies to 0.31.

The hotkeys are the same and you need to do the same stuff.
There's weird stuff like irrigating soil and whatever, but I think you
can probably manage to figure that all out. Totally your call, though.

It's easier for me if I only have to release one version, but
I might go back and patch together some old version anyway.

Personally, I love the new version. I don't plan to regress at all.
Although right now I'm using 40d to test out my transparent tiles.
As soon as the merge happens, I'm ditching good old 0.29 it for good.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 01, 2010, 05:49:56 pm
ok thanks
i give v31 a second try ^^
thx
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on May 02, 2010, 12:04:24 am
Making your version compatible for old DF is probably as simple as saving it off as a .png, and making sure the raws point to the right tiles.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 02, 2010, 06:31:21 am
Yeah. Most of the flags are the same in the old versions.

The only major difference is going through the RAW files for stone,
since I'm going to change which tile a bunch of the stone walls use.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 02, 2010, 01:09:51 pm
and making sure the raws point to the right tiles.
This is important.
Haha, some noble just walked into his room. Time to die! *locks door*
Some time later...
Urist McDeathbringer, Champion Marksdwarf, has died.
Title: Re: Ironhand's Graphics Set
Post by: hermano on May 02, 2010, 03:31:15 pm
The raw tile selector will actually work with 40d, too.

An example of a definition for the old matgloss files:
Code: [Select]
[TYPE:40D_STONE]
[FILE:matgloss_stone_mineral.txt]
[OBJECT:MATGLOSS_STONE]
[TILEDATA:TILE:COLOR]

So it shouldn't be too much work then.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 02, 2010, 03:49:54 pm
Sweet, thanks.
I might just do that.

0.31 is the first priority, though.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 08:05:01 am
Administrators!

(http://i44.tinypic.com/21jp0dl.png)
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 03, 2010, 08:49:06 am
These all look great. I can't wait for the next version and this tile set to come out.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 08:56:59 am
Neither can I!

The tileset is updated again.
The ,.;' ground tiles are nicer now.

There are a couple other new tiles in there as well.
Downwards staircases and barrels and bins and stuff.

You can slap that .png into 40d if you want to check it out.
Otherwise, I'm hoping the merge is just another day or two yet.


Oh, here's a question:
What do you guys think about militia captains and militia commanders?
Will they maintain their weapon profession if I don't assign them a specific sprite?

If so, would you rather they use a weapon sprite or a new (weapon-generic) captain/commander sprite?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 10:31:28 am
Aha!

Bit of a stroke of genius here.
This is how I'm gonna do trees.

Check it out:

(http://i41.tinypic.com/rupf2u.png)

Since my backgrounds are already mostly black,
I can just paint that in, which lets me use the
tile background color as the color of the trunk!

So now, the trunks of trees will always be brown,
and one tile covers a tree through all the seasons!
This way I'll be able to make half a dozen different
trees, so the forests should look pretty awesome.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 03, 2010, 12:07:37 pm
wow very nice trees u got here ^^
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 12:41:57 pm
Here's the same theory applied to gems!

(http://i41.tinypic.com/34pf292.png)

This is gonna be pretty cool.
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on May 03, 2010, 02:30:23 pm
Hmm.. seeing those green gems.. makes me think of the Command & Conquer games..
Anyway, great as always. :D
Title: Re: Ironhand's Graphics Set
Post by: Char13magne on May 03, 2010, 04:04:00 pm
Just going to drop by for a quick second (heh heh, second is a measurement of time so there can't be a "quick second", heh heh I made a funny) to say that I like your dwarf figures very, very much, and that the rest is Ok (really "above average", but I fancy myself to be a harsh critic). :D

Oh, and also, sorry if someone's already mentioned this or you personally did, but what about animals and creatures other than dwarves and skeletons/zombies? I don't happen to see them either in you pictures or on "the list".
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 04:09:42 pm
Animals are on the list, yeah. Just not that list.

They're under "eventual goals", right above that.
Title: Re: Ironhand's Graphics Set
Post by: Char13magne on May 03, 2010, 04:20:26 pm
Animals are on the list, yeah. Just not that list.

They're under "eventual goals", right above that.

Okay, thanks.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 03, 2010, 06:19:47 pm
Excellent!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 06:28:40 pm
Okay, now THIS is fun!

(http://i41.tinypic.com/otzo00.png)

The new underground is gonna be pretty.
Almost 200 different mushrooms from 1 tile.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on May 03, 2010, 06:31:28 pm
THOSE are cool.

Holy flup, I love them.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 03, 2010, 06:36:44 pm
Oh man holy smokes!
So are mushrooms randomized or something? So a field of plump helmets could have many different colors?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 06:38:30 pm
Nah. Plump helmets will always be purple.

But unless you come up with 200 different species of fungus,
you can make each and every type look distinct from the rest.

 8)   I'm pretty sure this is the coolest tile I've ever made.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 03, 2010, 08:56:00 pm
One more example before I head to bed:

Dragonflies, fairies and butterflies.

(http://i41.tinypic.com/345zb03.png)

Tile magic is my new thing.
So many tiles benefit from a second color!
I'm gonna do all my plants like this tomorrow!

I'm also standardizing my tileset some more.
By tomorrow night it will be (more) beautiful.

Good night, forum.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 03, 2010, 09:01:03 pm
Good night.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 07:28:07 am
(http://i39.tinypic.com/htbcyh.png)
MAGIC ^^
(http://i42.tinypic.com/2432atx.png)
Title: Re: Ironhand's Graphics Set
Post by: DrD_AVEL on May 04, 2010, 07:45:15 am
MAGIC ^^

It's wonderful! You are the Wizard of The Mountains! (%
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 08:09:57 am
It almost makes me want to start using a botany mod,
just so I can play with all my colorful plants.

Anyway,
vermin magic!

(http://i39.tinypic.com/27yd0rl.png)

Snakes, squirrels and frogs.
Title: Re: Ironhand's Graphics Set
Post by: Heron TSG on May 04, 2010, 08:11:51 am
It's a wizard! A wizard of rainbows!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 11:17:35 am
That's right.
I can turn a squirrel into a frog.


I made some normal trees,
to be used for maps.

(http://i42.tinypic.com/2zpm460.png)

Boring.
But necessary.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on May 04, 2010, 12:03:02 pm
I'm glad you worked out how to do that magic because I'm a bear of very little brain and I couldn't get my head around how the colours combined, beyond making gold nuggets _slightly more gold_ because they were golden.

Excellent. This is glorious. You're onto a winner :)
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 04, 2010, 01:19:45 pm
It almost makes me want to start using a botany mod,
just so I can play with all my colorful plants.

Anyway,
vermin magic!

(http://i39.tinypic.com/27yd0rl.png)

Snakes, squirrels and frogs.
Wow... I cannot describe how awesome is it.

Also mind if I suggest you to use a darker tile with some visible waves for the sand/water texture (tiles 126 and 247) to make them a)look like sand/water; b)make them better distinguishable from walls.

Okay, now THIS is fun!

(http://i41.tinypic.com/otzo00.png)

The new underground is gonna be pretty.
Almost 200 different mushrooms from 1 tile.
I will add a mushroom for almost each combination for you :P.

P.S. You're awesome. You idea is really creative, I wonder why nobody has used it before. I tried and it works perfectly:
*** Spider/ant on the same tile:
(http://i41.tinypic.com/nva8uq.png)

Thank you :).

P.P.S. On your pics it looks like the both colors are shaded. How do you achieve it? AFAIK one of them should be unshaded purple.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 02:06:39 pm
Also mind if I suggest you to use a darker tile with some visible waves for the sand/water texture (tiles 126 and 247) to make them a)look like sand/water; b)make them better distinguishable from walls.

I don't think it will be an issue. What you're seeing isn't actually grey, but transparent.
Those tiles will be mostly black in-game.

P.S. You're awesome. You idea is really creative, I wonder why nobody has used it before. I tried and it works perfectly:
*** Spider/ant on the same tile:
(http://i41.tinypic.com/nva8uq.png)

Thank you :).

And thank you! It is pretty cool, though, right?
Hopefully people will start jumping on the bandwagon!

P.P.S. On your pics it looks like the both colors are shaded. How do you achieve it? AFAIK one of them should be unshaded purple.

Heh. = P
Pretty cool, right?
Semi-transparent black pixels.
That's the beauty of using a .PNG,
rather than a bitmap on magenta.

It's also the reason that I'm waiting for the merge.
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 04, 2010, 02:13:06 pm
Quote
Semi-transparent black pixels.
That's the beauty of using a .PNG
Ah I forgot that's it for the merged version :). I thought that it's some visual trick on bmp which makes an eye to see them shaded (I didn't zoom yet).
Title: Re: Ironhand's Graphics Set
Post by: Jiri Petru on May 04, 2010, 04:16:33 pm
You, sir, are genius. You've found something that nobody has in several years.
I can't use your tileset because my screen resolution is not that big but I can't wait till others start using the same methods.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 04:38:05 pm
Why, thank you.

Here's another one:

Spiders and crabs
(http://i44.tinypic.com/214yr84.png)
Title: Re: Ironhand's Graphics Set
Post by: Bandages on May 04, 2010, 05:59:10 pm
I like the visual effect of the snake -> frog, but I think you have the potential to make snakes look way cooler. :|
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 06:07:35 pm
Yeah, I probably do.

But what does the game have?... Fire snakes. And worms.

I don't feel that those two vermin deserve a tile of their own.
Wouldn't you rather have another type of tree, or something?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 06:30:51 pm
Or fishes.
(http://i43.tinypic.com/2lt4ch.png)
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 04, 2010, 06:43:01 pm
Those are some good lookin' fish. Which one will be the carp? Or is that still off in the future.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 04, 2010, 06:49:40 pm
Carp will get a sprite of their own, eventually.

Colorful ores! (http://i41.tinypic.com/mhcdpu.png)
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 04, 2010, 06:56:31 pm
Man, that second one looks so great. So great.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 04, 2010, 11:38:18 pm
I'd like to be using this right now. Its awesomely detailed. If I understand correctly this set is for the graphics merge right? Anyway, I'll be following your progress because I'm really excited about using this.


 I might hack in bisasam's font because it would go perfectly with this set.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set
Post by: HLBeta on May 05, 2010, 01:39:55 am
I decided to take a crack at a Dungeon Master by combining a few elements of other Nobles and coloring in his feet and torso with flesh tones. My weak attempts to shade his torso seem to have left him looking disgustingly hairy and giving him a mole on his left side. I am extremely pleased on both counts.
(http://i41.tinypic.com/4h9ls6.png)
Title: Re: Ironhand's Graphics Set
Post by: Gorfob on May 05, 2010, 01:44:31 am
This is amazing. I can't wait for the merge to be done. An awesome stop gap measure until everything can be defined in the raws (GET CRACKING ON THAT TOADY. Also add SVG support while you are at it.)

I would give many thumbs up for a 24x24 version. That would be amazing beyond words.
Title: Re: Ironhand's Graphics Set
Post by: ungulateman on May 05, 2010, 02:56:35 am
Semitransparent black pixels.

Utter genius.

Subscribing, by the way.
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 05, 2010, 03:37:43 am
Damn, this is awesome.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 06:08:16 am
Thanks guys!

@Gorfob: Don't count on a 24x24. But I dunno. It might be fun like I said at first to use these dwarves
as they are in a 24x24 set, so that megabeasts and giants can actually look huge in comparison to them.
Again, though, don't count on it. And certainly not until I'm done with this one.

@HLBeta: Lol. Cloak and hood and mittens. The classiest of apparel.
I think I'll probably go with a more... traditional vestment, though. = P
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 08:47:07 am
I've started sorting my RAWs.

There are a lot of critters.

186 different ones. Most of those with babies and undead sprites, too.

So maybe going on 700 different sprites.

I'm surprised at how many are fish, though.
Those can just use my tile for a now.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 08:48:04 am
Quick question for the more experienced modders.

Changing the order I apply graphics in won't mess anything up, right?

Also, I saw in some of the other sets, every now and again there's a graphic definition with (()) instead of []
Is that just like a way of commenting it out or something?
Title: Re: Ironhand's Graphics Set
Post by: Raz on May 05, 2010, 09:37:09 am
Got a screenshot of the tileset?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 09:41:58 am
I'll add a screenshot section to the OP when I have some to show off.
For now I'm still waiting on the merge.

Here's a mockup that I posted a while ago, though.
It doesn't show off the tilemagic stuff, but you get the idea.
Title: Re: Ironhand's Graphics Set
Post by: hermano on May 05, 2010, 10:44:58 am
I had the same idea with the treetrunks a few days ago. But what I made was just plain ugly so I dropped the idea altogether. It's great to see it when somebody with real icon design talent does it.
The idea of creating several different tiles by combining different color combinations is just pure genious. I love the squirrel/snake/frog tile. This finally breaks the restriction on available tiles, I'm excited to see what else you come up with.
I suppose there is no way around using your set when the merge finally arrives. Great work!

Also did you already create mixed colors by using foreground colors with transparency:
(http://i42.tinypic.com/2iqname.png)
Here the background is red, foreground yellow. With different transparency values you get different shades of orange (creating the 'sun' here)... So you don't have just two colors with different brightness but all intermediate colors between them.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 11:11:59 am
Yeah, I've done some stuff like that.

For example, the body of the butterfly is the colors of its upper and lower wings mixed.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 12:13:32 pm
Alright!

I designed the critters sheet!
There's four tiles per critter, for
adult, child, zombie and skeleton.

The sheet (right now it's just text)
can be seen in the OP. It is very nice.

I know some critters don't have all of those,
so the sheet might get compacted down later.

But for now, there it is! That should cover everything.

Oh, and by the way...
There are llamas in my graphics set.
If you want my graphics, you get llamas.
I see it as kind of a signature on my art,
so you will take them and you will like them.

If they really, really bother you, you can
just erase that entry from your raws.
But who doesn't want llamas, seriously?

Llamas are awesome.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 05, 2010, 12:23:22 pm
Will the Iron Golem be red and gold?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 12:27:21 pm
Ahaha, good catch!

 ;D

That was quick!
Title: Re: Ironhand's Graphics Set
Post by: Chariot on May 05, 2010, 01:54:24 pm
I designed the critters sheet!
There's four tiles per critter, for
adult, child, zombie and skeleton.

Something to note: rather than just dogs, in the 2010 versions there are 20 animals trainable to hunting/war varieties, which can have separate graphics. There is a list of them on the kennel page of the wiki.

Also, a number of creatures such as ogres, gremlins, trolls, etc give birth to babies first instead of just children. These can of course have baby graphics in addition to child graphics.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 02:04:08 pm
Oooo, thanks!

Oh, wow. That is COOL.
War polar bears. ^^ Yay.


Thanks for the heads up.
I will reformat a bit.

EDIT: On the other hand,
I think I'll not worry about it yet.
I'll definitely have extra tiles, since
I can reuse some skeletal graphics,
so I'll probably just fit them in wherever.

Still, the prospect of drawing armored dragons and bears and eagles excites me.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 02:38:40 pm
So apparently girl professions aren't supported yet... It's kind of a bummer.
But it's also a hundred sprites that I don't have to worry about for now.

Anyway, once I finish everything else, I think I'll probably go back to that,
just in case he ever does implement it.

Ah, well. I will just make critters.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 05, 2010, 02:49:24 pm
How long does each finished sprite take to produce?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 02:52:13 pm
That's impossible to guess.

Sometimes I go days without making any;
sometimes I crank out half a dozen in 20 minutes.

One thing you can be sure of is that the ~800 critter sprites will take a while.
And that the first release will be very very far from complete.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 05:57:14 pm
I made a nice bag.
I mean cat.

(http://i43.tinypic.com/i2n1ad.png)

lined:

(http://i42.tinypic.com/dddjwz.png)

The kitten is a WIP.
But you get the idea.

Anyway, I'm still deciding how I want to outline them.
I'm thinking I might do something like Phoebus does,
with the outline being the transparency/status color.

Except mine will be antialiased.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 05, 2010, 06:02:39 pm
I prefer the outlined one.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 06:15:12 pm
Yeah, me too.

Remember that that's not how he'll look in-game.
Usually he'll be on black, and those two will be nearly identical.

What we need to decide is how we want status effects to look.

So here's a couple examples of different transparency maps:

(http://i42.tinypic.com/1i7hd.png)

How do people like their falling cats?
Personally, I'm kinda liking the second-to-last one.
The last one is pretty nice too, I think. That's what Phoebus does.

You're right, though. The outlined ones look the best.
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 05, 2010, 06:16:08 pm
Damn, this is awesome. I'm definitely gonna use it when it's finished.

Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 06:21:36 pm
Hey, you can't post without telling me your preference of cats.

Which transparency map do you like best?
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 05, 2010, 06:23:36 pm
second to the last. I can tell that it's falling, without disrupting the whole look of the thingy.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 05, 2010, 06:27:49 pm
I like the fifth one too. Also good are the second and sixth.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 05, 2010, 06:31:17 pm
I like 3rd, 4th, and 5th.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 06:41:35 pm
Hey, cool. Opinions.

Okay, so I'm feeling the love on these faded backgrounds.

Now the question becomes... how much?

(http://i44.tinypic.com/qq65uh.png)

I think I like the dark ones.

You guys?
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 05, 2010, 06:42:32 pm
the fourth one looks good.
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 05, 2010, 06:45:14 pm
I prefer the fourth and fifth.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 05, 2010, 06:46:33 pm
I like the third.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 05, 2010, 06:47:00 pm
I like 5th.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 06:57:43 pm
Haha, quick responses.
This is fun. I have fans.

Personally, I'm not so much in favor of the fifth one...
simply because you'll get a sharp square with the surrounding tiles:

(http://i40.tinypic.com/2v2w29t.png)

rather than a nice, self-contained glow like this:

(http://i42.tinypic.com/2zrhkbt.png)

And while I'm at it, here it is outlined:

(http://i44.tinypic.com/10dy6g8.png)

I think I might be liking the non-outlined one now.
Without the outline, you get more blue, so you can see what's going on.

I think I'll leave it for a couple days and see what other people's opinions are.
I'm liking those two now, though. I think it's gonna be one of those, more or less.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 05, 2010, 07:09:29 pm
Oh cool. I thought it would have more of a circular shape. I do like that outlined glow version you've put up.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 05, 2010, 07:10:03 pm
I still prefer the third (outlined) one, though you have a point - it does have less blue.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on May 05, 2010, 07:12:11 pm
Outlined FTW
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 07:37:11 pm
It is very crisp, isn't it.

Also, my dwarves already have sharp edges,
so it'll be easier to make them match up with those.
Title: Re: Ironhand's Graphics Set
Post by: Gorfob on May 05, 2010, 08:07:41 pm
Outlined kicks arse. Enough colour to work out whats going on while looking crisp and decidedly cat like.

As for the 24x24 question. Having an actual size difference would be 100% ownage. 18x18 is perfect for now though. Keep it up.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 08:19:58 pm
Puppy!

(http://i43.tinypic.com/14xp8ie.png)

Woop woop~
Four sprites in one day!
At this rate, I'll be done by...

...November.


...
 :-\
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 05, 2010, 08:21:27 pm
NOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 08:48:07 pm
Eh, keep your pants on.

That's, like, a COMPLETELY DONE deadline.
And chances are I'll get faster at spriting.

And maybe I'll learn animal anatomy.
I tell you what, every critter I make looks like a llama.
I had to re-do that cat like three times before it looked feline.

I'll get faster.
And anyway, how often do you see, for example, a skeletal cyclops?
I'll get the important sprites done first, so it'll seem a lot more done than it is.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 05, 2010, 09:06:43 pm
Oh, by the way, the other thing I did today was patch together my dwarf and critter graphics .txt files.
So when Toady merges, I should be able to turn around and give you guys a working test version right away.

For dwarves, I patched in all the placeholders. For animals, they'll just keep their letters until I finish the sprites.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 06, 2010, 03:22:57 am
This is completely awesome.
I really like the outlined version.
Also, to make the dog easier distinguished from the cat, you should change colour... maybe make a grey or white cat? Helps with eye strain.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 05:18:21 am
How about yellow?

(http://i39.tinypic.com/okbf4z.png)
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 07:05:43 am
they're so cuuute!

Hey, is it possible to make a tile especially for war/hunting animals?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 07:06:32 am
It most certainly is.

And yes, war polar bears will have armor.  8)
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 07:09:55 am
YYYEEEAHHHH

I have a suggestion, if that's OK with you.

All war animals should have huge spiked collars and red eyes, while the hunting dog looks like it's pointing, ala the cartoons, I mean if you want.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 07:12:01 am
I'm not feeling the red eyes thing at all.
But I could definitely go for spiked collars.

For now,
beasts of burden:

(http://i41.tinypic.com/qzrpdf.png)
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 07:12:28 am
ADORRABLLEEEEE

I wish I had your mad skills, Ironhand.

Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 07:24:29 am
You flatter me.

Honestly, I didn't think I even did pixel art until I started this project.
Now I've totally fallen in love with it! And I'm better at it than I thought I'd be.

Also, you can call me Jacob.
(Do people use their real names on forums? Not really, huh? I'll be weird, I guess)
Title: Re: Ironhand's Graphics Set
Post by: ungulateman on May 06, 2010, 07:28:09 am
Awww.

Most people like privacy on the internet, so they don't use their real names.

(Charlie, btw.)
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 07:28:52 am
Hey, Jacob, I've always wanted to make things like these, but I never got the hang of the .txt file you have to fill out... Is there a tutorial or something? I'm pooped.

(Joseph, here. It's the closest I can go without embarrassing my self.)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 08:02:03 am
It's actually really straightforward!
Here, check it out this example:

Code: [Select]
[OBJECT:GRAPHICS]

[TILE_PAGE:CRITTER] This is what you are calling the page
  [FILE:critters.png] This is the name of the image file from which you're pulling sprites
  [TILE_DIM:18:18] This is the size of each sprite (width:height)
  [PAGE_DIM:40:20] This is the number of sprites on the page

[CREATURE_GRAPHICS:CAT] This has to be the same as the creature tag in the RAWs
  [DEFAULT:CRITTER:0:0:AS_IS:DEFAULT] (CRITTER is the name of the page)
                      (0:0 is the location on the page; here, top-left),
                      (AS_IS just means you don't want the game to do any coloring for you)
  [CHILD:CRITTER:1:0:AS_IS:DEFAULT] Kitten
  [ZOMBIE:CRITTER:2:0:AS_IS:ZOMBIE] and undead
  [SKELETON:CRITTER:3:0:AS_IS:SKELETON]

[CREATURE_GRAPHICS:DOG]
  [DEFAULT:CRITTER:0:1:AS_IS:DEFAULT]
  [CHILD:CRITTER:1:1:AS_IS:DEFAULT]
  [ZOMBIE:CRITTER:2:1:AS_IS:ZOMBIE]
  [SKELETON:CRITTER:3:1:AS_IS:SKELETON]
  [TRAINED_HUNTER:ANIMAL:0:2:AS_IS:DEFAULT]
  [TRAINED_WAR:ANIMAL:1:2:AS_IS:DEFAULT]

etc.
Professions are the same deal,
but it's all under the same definition:

[CREATURE_GRAPHICS:DWARF]
  [STANDARD:DWARVES:0:0:AS_IS:DEFAULT]
  [DEFAULT:DWARVES:0:0:ADD_COLOR:DEFAULT]
  [CHILD:DWARVES:1:0:AS_IS:DEFAULT]
  [BABY:DWARVES:2:0:AS_IS:DEFAULT]
  [SLAVE:DWARVES:3:0:AS_IS:DEFAULT]
  ...
  etc.

More on-track:

(http://i42.tinypic.com/20pztie.png) Moo.

I think she's a little too grey, maybe.
I might make her more like the color of the horse.
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 08:03:26 am
Alright, thanks! I'll try to make some for my Night Elf mod.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 08:32:08 am
Here's something I know how to draw:

Jacob likes bagpipes, the color yellow, and
llamas

(http://i43.tinypic.com/25gz0ut.png)

for their peerless beauty.

^^
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 08:33:18 am
LLAMAASS

<3 they are so cute.
Title: Re: Ironhand's Graphics Set
Post by: ungulateman on May 06, 2010, 08:37:03 am
Here's a llama, there's a llama, everywhere a llama llama...

I could go on, but suffice it to say that the llamas near my former home can predict the future.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 06, 2010, 08:39:05 am
You're working at a fantastic pace. Maybe make the cow two tone?

BTW my name is:
Spoiler (click to show/hide)

Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 08:42:14 am
I know, right? I'm on a roll this morning.

I tried doing a Holstein kind of thing,
but with so few pixels it didn't look good.
I might give it another shot later...
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 09:01:47 am
What an absolutely bizarre creature.

(http://i41.tinypic.com/etv8rt.png)

Now on to offspring.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 06, 2010, 09:44:59 am
Maybe the cow just needs a bell?
Spoiler (click to show/hide)

some adorable cows just for fun
Spoiler (click to show/hide)





Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 10:09:18 am
Donkey foal.

(http://i42.tinypic.com/348n8ec.png)
Title: Re: Ironhand's Graphics Set
Post by: Bishop36 on May 06, 2010, 10:14:56 am
Cuuuute!!!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 10:18:46 am
Baby beasts of burden.
(alliteration!)

(http://i40.tinypic.com/ac305t.png)

...Do they look sort of like bunnies, or is it just me?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 10:23:57 am
Here we go:

(http://i44.tinypic.com/hx9aia.png)

That's better.
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on May 06, 2010, 10:25:31 am
Hmm.. now you mention it they do look like http://en.wikipedia.org/wiki/Capybara (http://en.wikipedia.org/wiki/Capybara)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 10:41:19 am
Wow, they really kinda do!
Good call.


Also,

(http://i43.tinypic.com/30wxnb6.png)
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 06, 2010, 10:45:09 am
Nice looking cow, there. Keep up the great work!
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 06, 2010, 11:05:24 am
That cow is uber awesome!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 11:20:56 am
A baby llama is known as a cria.

Warning:
devastatingly cute.

(http://i43.tinypic.com/63x8ar.png)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 12:32:44 pm

...
ZOMBIES!

(http://i44.tinypic.com/2j5yyxz.png)
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 12:37:43 pm
Zombie Doggeh!

Also, Jacob, is it alright if you make the full job list for elves? pweetty pweeeees

*yes I mod them to have more jobs and stuff*
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 12:42:09 pm
Complete job lists are an eventual goal.
They're also one of my lowest priorities right now.

But yeah, I think that could probably happen later.
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 12:43:16 pm
Yesss

Thanks! ;D

Wow, this is a lot of awesome stuff you are doing here. I wish I had your work ethic.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 12:50:42 pm
Are you kidding?

I'm absolutely awful about finishing projects.

You guys are gonna have your work cut out for you pushing me to finish this one.

Anyway, these sprites are actually a lot of fun!
It's good to take a break from the dwarves.
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 06, 2010, 12:53:35 pm
hehe.

will do, pardner.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 12:56:19 pm
Llama upgrade.

(http://i42.tinypic.com/xpdngw.png)

Dang, he's nice.  = P
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 06, 2010, 01:28:38 pm
I like the lighter chest fur.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 01:54:59 pm
Got some skellies.

(http://i39.tinypic.com/35bt8xh.png)

The cat looks sort of like a monkey.
I'll probably re-use the sprite, actually.
I am very happy with it.
Title: Re: Ironhand's Graphics Set
Post by: Ultimuh on May 06, 2010, 01:57:43 pm
Hmm.. alittle too monkey-like.. I think it's the front legs that does it.. the tail too, but I am more looking at the odd.. front legs..
(cat AND dog)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 02:15:03 pm
I think it's mostly the tail.

Good call on the legs, though.
This helps a bit:

(http://i44.tinypic.com/2dv09qd.png)

I think I'll go straighten out his back leg too.

...
Also,

(http://i39.tinypic.com/24fei6a.png)

I'm gonna use this one for donkeys, mules and horses.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 06, 2010, 02:16:55 pm
Perhaps you could use the cat skeleton for monkeys too by reversing the tail?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 02:18:22 pm
Yeah, I kept it.

I'll probably change it a bit, but it'll work very well as a monkey.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 02:27:36 pm
(http://i42.tinypic.com/4javpi.png)

for their haunting moos.
Title: Re: Ironhand's Graphics Set
Post by: Krumbs on May 06, 2010, 02:30:46 pm
It's quite hard to tell the undead versions apart from the live versions on some animals.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 02:39:55 pm
Unpleasant surprise when you get a little closer then!


Seriously, though, are they too similar? I guess maybe the cow is pretty close...

I mean, they're just supposed to be the same animal after it's been dead a couple days.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 06, 2010, 02:55:53 pm
At the risk of sounding like a sycophant, I have no trouble distinguishing between the living and undead domestics.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 06, 2010, 03:05:06 pm
Cool. I didn't either, but I've been staring at them all day.

I'm glad to hear that from a more casual observer.



Wow! I got a lot done today!
I'm feeling much better about the overall timeline now.

I'm so ready for the merge.... who wants to bet we'll get it tomorrow?
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 06, 2010, 03:27:54 pm
My fingers are crossed.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 06, 2010, 05:59:35 pm
(http://i39.tinypic.com/35bt8xh.png)
The dog looks a bit off. The mouth, mostly.
Title: Re: Ironhand's Graphics Set
Post by: Sensei on May 06, 2010, 09:16:52 pm
Yeah, those dog mouths are funky.

Also I have absolutely no problem with the undead creatures. You still may try making it more obvious (green rotting flesh maybe?) for the benefit of people with crummy monitors, or whatever hangups.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 07, 2010, 02:25:39 am
Yeah, those dog mouths are funky.

Also I have absolutely no problem with the undead creatures. You still may try making it more obvious (green rotting flesh maybe?) for the benefit of people with crummy monitors, or whatever hangups.

I agree. When there are loads of things on screen, and its 2 in the morning, a little bit of green flesh can make the difference between dead dorfs and living dorfs.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 07, 2010, 07:00:28 am
It's looking like tile magic isn't going to work for trees. Which is sort of a bummer.

On the other hand, I think I actually like the cartoony trees better than the two-tone ones anyway.
Plus this way I get like three more tiles freed up for other plants or vermin or whatever. So it's cool.

This is gonna be pretty sweet, by the way. I'm so stoked.
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 07, 2010, 07:02:29 am
I'm stoked too. So stoked, I would get a ... STOKE HAHA I MADE A PUNNY THING

Okay, I'll shut up now.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 07, 2010, 08:56:58 am
a stoke wut
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on May 07, 2010, 11:21:40 am
Didn't think it was possible, but your animals are even cooler than your dwarves!

Quick, make something crappy so I don't have to continually praise you in every post!

edit: your skeletal dogs look like monkeys, for me.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 07, 2010, 11:36:26 am
Oh, you love it.

But yeah, I'm just leaving the skeletal dog in there so you guys have something to complain about.  ;)


Anyway, I patched together a relatively ugly .bmp version in 0.31.03 and started digging around.
In the deep, muddy places of the world I discovered some logical uglies. They are fixed now.
Also, I might change my mind again about being able to do two-color trees. I think I can.
But that probably won't happen for 0.10. It'll be an upgrade later if it does happen.

Anyway, I also took the opportunity to map all the raws using hermano's tile selector (http://www.bay12forums.com/smf/index.php?topic=54669.0).
Which is spectacularly awesome, by the way. If you ever do any modding of your own, I highly recommend it.
So anyway, I pretty much have the 0.10 build sitting in a folder on my desktop now. Now it's all up to Toady One.

I think I'll spend the rest of the afternoon trying to get some dwarf sprites made so v0.10 can be a little more complete.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 07, 2010, 12:05:48 pm
ah v0.10
i am realy awaiting it
hope it will be out soon ^^ i know it wont be near complete but thats full ok with me ^^
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 07, 2010, 12:11:30 pm
I'm double excited, since I've been waiting for the merge to speed up my forts and I really want to use this graphic set.

I'm also thinking of sending it to my friend who had trouble with DF with other tilesets and see if I can't get him to give it another shot. These tiles look really good, keep up the good work.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 07, 2010, 12:40:43 pm
*tease tease*

Spoiler (click to show/hide)

Obviously, most of my two-color tiles don't work since I can't use .png.
But the graphics are all in, and it's all working like a charm!
And I got sapling_tiles working. See the tiny shrooms?

Also, Jabberers really like ripping dwarves' limbs off.
I suggest you avoid them if you go spelunking.




... I get the feeling that the more complete my graphics set becomes,
the more inclined I will be to play with it rather than work on it.   ::)
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 07, 2010, 12:52:26 pm
I think ground tiles should be a bit more... "filled/bright", right now they do not stand out from "empty space" tiles.

Otherwise it's awesome.

I wish you could draw some insects for my Wasteland mod :3. Can you do it PLEEEEEASE? I love your art :3.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 07, 2010, 12:56:50 pm
Hmmm... yeah, you might be right.
So far I haven't been able to get a good feel for how my tiles look in the game.
Once version 0.10 is out, I'll be able to tell much easier when problems like this arise.

The priority right now is the core/raw stuff. But once I'm done with all that I think I might
start taking requests from people to fill in my set with some graphics for popular mods.

For now, though, go ahead and use whatever sprites and tiles from my set that you want.
I appreciate credit for them, of course.

...
Hey, sweet. One of my guys got up to elite wrestler before the Jabberer ripped him to shreds.

In fact,
Eshtan Stokewound has been ecstatic lately. He lost a friend to tragedy recently. He became caught up in a new romance recently. He has complained about the draft lately. He has witnessed death. He sustained major injuries recently. ...his upper body is torn open. His left upper arm is gone.

Love is a wonderful thing, I guess.

Anyway, he's an elite wrestler, and he has a cape.
So that sprite works too!   8)

When I release it, I'm just gonna assume stuff works.
You guys are willing to do my playtesting for me, right?   ;)
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 07, 2010, 01:09:55 pm
I'd be glad to.
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 07, 2010, 01:24:01 pm
Sure I will!

Also, you haven't answered me about the insects (http://i39.tinypic.com/so50g9.gif)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 07, 2010, 01:35:11 pm
The priority right now is the core/raw stuff.


So that's a not right now.
If you want to give me the raws, though,
I might take a look at them when I take a break from dwarves.
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 07, 2010, 02:38:57 pm
I'll playtest it as well. these guys look awesome!
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 07, 2010, 02:48:39 pm
me too
iam just a DF beginner but iam realy a pixel nerd ^^
so i can be realy piky ^^
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 07, 2010, 03:04:43 pm
I posted this thread (http://www.bay12forums.com/smf/index.php?topic=56775.0) in Modding that explains a bunch about Tile Magic.

If any of you people are interested.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 07, 2010, 10:29:05 pm
I was really hoping for the graphics merge today so I could play with your tile set all weekend :(
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 07, 2010, 10:57:39 pm
I was really hoping for the graphics merge today so I could play with your tile set all weekend :(
Also was I, even though only today heard of it was.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 08, 2010, 07:08:09 am
I know, right?

Ah, well. Guess I'll make some dwarves.
I'm out of excuses for procrastination...
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 08, 2010, 07:34:59 am
Tools of the trade:

(http://i39.tinypic.com/96gx05.png)

I gave a carving knife to the surgeon, as well.
A cleaver would have been a bit much, I think.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 08, 2010, 07:42:41 am
Looks like he's holding a rock in his right hand.
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 08, 2010, 08:08:21 am
Looks like he's holding a rock in his right hand.
He must've been an Adventurer. who else would keep a rock instead of storing it?
Title: Re: Ironhand's Graphics Set
Post by: Zoal on May 08, 2010, 10:47:28 am
IronHand,

You're one of the best artists I've ever seen work on DF graphics.
There's potential in this set to be DF's best. And that's why I have a tough criticism.
If this was just another random mishmash of pixels then I would never bother to post,
but since you're doing such a great job I feel the need to help even if it's tough love.

Your dwarf tiles looks like amateur work because of the template-repetition.

The fatal flaw is that *every dwarf came from the same seed*
That seed is the very first dwarf you drew.
He is the master gene from which all of your other dwarf tiles descended.
It's like a weird race of mongoloid clones that are missing a certain chromosome which is causing them all to look the same.
You created a template, and have applied new clothing / headgear / items to this template,
but every one of your dwarves is still the same person who has got a haircut and a new hat.

Now I'm not saying you need to go overboard and create a different dwarf person for every single tile.
Yes, I understand that would be impractical and you can't spend forever on the set.
But you need to start with *a few seeds* rather than just *one seed*.
Starting with just one seed is exponentially worse than starting with even 2, or 3...
That tiny little bit of extra variation makes all the difference in the beauty of the end result.

If you had started with maybe 5 basic dwarves who are drawn with the same style, the same antialiasing, the same almost everything *except* they are different people, the mind of the viewer would be tricked into perceiving far more graphical detail than is actually present.

Here is an example which started out with multiple seeds:
http://df.magmawiki.com/images/7/75/Dwarves2_dqe.png

Notice that just on the top two rows, you can see 4 or 5 basic seeds which are then re-used.
Note the minor details in their faces and shapes which make them unique, yet they all look like they have come from the same civilization of dwarves.

So yeah, hate to say it but I think you should start over and go back with some genetic diversity.

- Zoal
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 08, 2010, 12:33:56 pm
i dont think the same as u zoal.

for me is the best point i can make differences in jobs and persons not if they have the same beard or face ^^
its like your png u posted the most of them look the same with the hats so i couldnt realy make a difference and i would everytime look around with "k" :)

besides i like the beard and there fattines most *G*
for me dwarfs are fat drunk and hairy ^^

Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 08, 2010, 12:44:53 pm
t doesn't really bother me that they all have the same "chassis". If you look carefully there are a couple of different beard and hair types. That's enough for me. I wonder if he could use transparencies to change beard/hair color?

All that being said, suggesting he start over is pretty audacious after all the work he's done. I also think you could have been more respectful of his current achievements and still offered your criticism. Tough love is for junkies and delinquents. I'm just saying

Also
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 08, 2010, 02:05:42 pm
Thanks Zoal, and I guess I see where you're going,
but at least for now my goal is not to make a flawless set.

I'm not saying that I don't plan to make a flawless set  ;D
but my first priority is to get a set out there in the first place.

I can always go back and change sprites later.
That's why I'm calling the first release 0.10, rather than 1.0.

Personally, I like a bit of homogeneity in my sprite art.
I'll probably mix it up with different hair and beards,
but I think I'd rather that the first difference that a
person notices between sprites is their profession, rather than their wardrobe.

Also, keep in mind this is all just a placeholder until Toady makes it possible to
assemble sprites procedurally based on description and equipment.  ;D
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 08, 2010, 02:23:16 pm
assemble sprites procedurally based on description and equipment.  ;D
That would be interesting.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 08, 2010, 02:25:52 pm
Yeah, it's kind of a joke.

I mean, it would be incredibly awesome.

But if it ever does happen, it'll be quite a while before it does so.


Anyway, this I why I haven't gotten any spriting done this morning:
Title: Re: Ironhand's Graphics Set
Post by: HLBeta on May 08, 2010, 03:41:18 pm
I like Ironhand's current approach to dwarves. They may look extremely similar interms of faces and hair color but I find that to be a good thing. The lack of variety among the dwarves' faces makes it easier for me to "read", since the eye is naturally drawn to what makes a particular dwarf different from the others. In Ironhand's set that is going to be their profession color and any tools they may be carrying to further detail their trade instead of their hair or clothes or sunglasses or any of the other visual clutter in the set Zoal posted. Ironhand's set is easy to use because its dwarves are so very similar and it may well persuade me to make the jump from ASCII.
Title: Re: Ironhand's Graphics Set
Post by: Wideman on May 08, 2010, 06:18:28 pm
hmmm it looks awesome dude......

byt will it be ready for tomorrow?? as thats supposedly toady is realsing his new versio XD

also i soo wanna use it as im always being confused with proffessions :/

byt yeah sign me up for play testing....

oh btw GREETS FROM WALES,.... UK .......
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 08, 2010, 06:33:01 pm
What I have will be released tomorrow, yes.

So a lot of the professions still look the same,
and you only get domestic animals for now.
Title: Re: Ironhand's Graphics Set
Post by: Wideman on May 08, 2010, 06:35:13 pm
ahh i see...

but i dont mind lol im getting bored of the current grpahics set i am using at the moment lol...
tbh i just wish it had the graphics that the stonesense slate vis is like if ya get what i mean like pal...

;)
Title: Re: Ironhand's Graphics Set
Post by: Zoal on May 08, 2010, 06:37:42 pm
Well, if you don't want to incorporate my criticism regarding original seeds, but there's still something simpler which is important and I hope you will consider.

Your dwarves have a face which is very specific and looks like the face of a certain one man. Your dwarf face has enough detail in it that it really looks exactly like one specific person.
It wouldn't really be a problem on a smaller tileset where the face is so blurred that you can't tell. But your dwarves have the face of *one person* and its repeated ad-nauseum.

Could you create 10 different random faces that are slightly different, and just paste them onto the different dwarves ...

And perhaps a few different shades of beard-colorings.

I think that would solve it. Why not try?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 08, 2010, 06:48:37 pm
That sounds pretty reasonable.

I think I could give some dwarves lighter cheeks or something.
Keep in mind I've still only got about a dozen pixels to deal with.
Title: Re: Ironhand's Graphics Set
Post by: smigenboger on May 08, 2010, 10:00:26 pm
What do you think of doing a horizontal flip for some of them? Perhaps the soldiers (or another grouping) could face the other direction, as to spice up the continuous gazing of the eastern sun. Sheer uniformity looks kind of odd, but then again a haphazard spattering of differently turned heads make look odd too.

(Unless I'm really off, you could have foward-facing dwarves too. Tell me if this wouldn't look right)
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 08, 2010, 10:28:31 pm
I like the idea of smigenboger's 'flip thing' because that way it helps distinguishing the soldiers from the civilians during massive crazy slaughters. Also, expanding on Zoal's thing, I think you should make elite military dorfs muscular, because well.. you don't become an elite dorf without doing a few sit ups.

Not bodybuilder or greek mythology-esque, but more definition around the arms and shoulder muscles... or something.

Also, maybe a unique 'seed' for the nobles and unique positions.. dungeon master, philosopher, etc.
Title: Re: Ironhand's Graphics Set
Post by: Chariot on May 08, 2010, 11:56:51 pm
I tend to have military, undead, and nobles facing one way, and all civilians facing the other, as those are the ones that tend to need differentiation in a hurry.

Also, maybe a unique 'seed' for the nobles and unique positions.. dungeon master, philosopher, etc.

Philosopher doesn't actually exist anymore, nor does the guildrep, merchantbaron, merchantprince, etc. They still exist in many tilesets as remnants of earlier versions but have no place in the current game, so not much point in making them.
Title: Re: Ironhand's Graphics Set
Post by: Master Catfish on May 09, 2010, 01:00:48 am
I agree that simply reversing some would be an easy way to differentiate between dwarves, if you think uniformity is a big problem.  It doesn't seem like a big deal to me.

Personally, I find your graphics set to be by far the most appealing yet.  I will absolutely use it once it's available.  Please, keep up the excellent work!

I hope you don't mind a suggestion.  For the meat icon I see that you have a drumstick.  Unless I'm mistaken, that same icon is used in the fishery workshop, for prepared and unprepared fish, and even some live fish.  If you're tricky, I bet you could make an ambiguous icon that looks like fried ribs that could also be a fillet of fish, or a live fish.  It kills me when I'm playing on Mayday's and I see a drumstick swimming around in a river.

Edit:  Oh!  And if you're still working on the architect having a scroll, I'd recommend having a peek at Mayday's humans.  Some of them have some very good ones.
Title: Re: Ironhand's Graphics Set
Post by: Gorfob on May 09, 2010, 04:42:58 pm
What do you think of doing a horizontal flip for some of them? Perhaps the soldiers

This is a great idea.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 09, 2010, 05:09:30 pm
Alright, cool. I will flip solders and nobles. That'll be in 0.10.


...ooo, my lighting is really going to bother me.

I lit all my dwarves and all my tiles and all my critters from the top-right.
Now all of a sudden my nobles and soldiers are lit from the top-left.

We will see how much of a problem that is...
I feel like I'll probably fiddle with it later.


...also, all the soldiers are now lefties.
Except the archer, who is now a righty.

Gosh, I'm not so sure about these.
Do they look weird flipped?
I think they look weird flipped...
Maybe I just stare at them too much.
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 09, 2010, 05:53:10 pm
hej,

i like the soldiers that way ^^
iam a lefty that makes me prowd to see leftys at the millitary heh ^^

Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 09, 2010, 06:12:30 pm
I think they look good either way, Ironhand. Just keep on truckin' and do whatever you feel works best for your vision.
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 09, 2010, 07:15:03 pm
...also, all the soldiers are now lefties.
Except the archer
Yay! (lefty is i)
Title: Re: Ironhand's Graphics Set
Post by: Master Catfish on May 09, 2010, 07:41:07 pm
You could always just flip the civilians and leave military and nobles facing the original direction.  Or maybe dwarves are more likely to be left-handed.  Why not?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 09, 2010, 08:10:16 pm
Yeah, I think it's good.

Should I flip nobles, too?
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 09, 2010, 08:38:30 pm
dwarves are more likely to be left-handed.
(totally unbiased seconding by a lefty.)
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 09, 2010, 08:56:23 pm
I don't think flipping them makes them look weird at all.
Title: Re: Ironhand's Graphics Set
Post by: smigenboger on May 09, 2010, 11:13:52 pm
The lighting issues are hardly noticeable, and are subverted by the fact that they will be underground most of the time. Above-ground could be subverted by saying their clothes are really shiny
Title: Re: Ironhand's Graphics Set
Post by: Arucard on May 10, 2010, 04:20:42 am
Yeah, it's probably not noticeable to anyone who hasn't been meticulously staring at these guys for a long time. I agree that they look pretty good, and if you switched there hands the weapons wouldn't be very visible. Might also look nice if they stand near someone who's not military, it would seem the light source is between them. (and since everyone else is stating it for some reason, yes, I too am left-handed  :P)
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 10, 2010, 09:10:57 am
Alright, sweet.

I'll flip nobles too, then.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 11, 2010, 04:38:24 am
Ohhhh man...
The next time I take a look at your pixel art, I better have a towel ready.. :/

It's that good.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 11, 2010, 09:10:34 am
Ummm... thanks.

Everybody's favorite noble:  (http://i43.tinypic.com/ftllk6.png)  The tax collector!
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 11, 2010, 09:55:46 am
Urist McMoneybags
Title: Re: Ironhand's Graphics Set
Post by: Sensei on May 11, 2010, 01:18:18 pm
Ummm... thanks.

Everybody's favorite noble:  (http://i43.tinypic.com/ftllk6.png)  The tax collector!
The bags he's holding look to me like bottles of potion or summat.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on May 11, 2010, 01:19:55 pm
Maybe just give him one BIG sack over his shoulder with a $ sign on it? Like a really twisted version of santa.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 11, 2010, 01:31:58 pm
Maybe I'll use them for the alchemist instead...
What's up with that, anyway? Is that sprite ever used?
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 11, 2010, 01:44:48 pm
Make the bags bigger and make this dwarf female.
Title: Re: Ironhand's Graphics Set
Post by: HLBeta on May 11, 2010, 01:52:26 pm
I was kind of hoping that the tax collector would be a really well dressed macedwarf, although I like the anti-Santa concept.

Make the bags bigger and make this dwarf female.
That is a perfectly natural size for bags. You may be fond of enhanced bags, but there simply isn't space for for such baggage within the tileset.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 11, 2010, 03:29:17 pm
A carpet bagger.
Title: Re: Ironhand's Graphics Set
Post by: Master Catfish on May 11, 2010, 04:59:31 pm
I don't think the alchemist sprite is ever used, but I'm no expert.  I think alchemy is just soap making? 

Just curious, has anyone else done 18x18 tile-sets before?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 11, 2010, 05:19:51 pm
Not that I know of.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 11, 2010, 06:03:51 pm
I ditto the thing about making the anti-santa.
Title: Re: Ironhand's Graphics Set
Post by: Chariot on May 11, 2010, 09:13:11 pm
Maybe I'll use them for the alchemist instead...
What's up with that, anyway? Is that sprite ever used?

Unlike the merchantbaron and philosopher, alchemist still appears in the exe (see here (http://df.magmawiki.com/index.php/String_dump#Labor_and_Unit_Type_Tokens)), though I don't think the game actually uses it anymore.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on May 12, 2010, 06:01:57 am
Ummm... thanks.

Everybody's favorite noble:  (http://i43.tinypic.com/ftllk6.png)  The tax collector!

All I can see is oversized dwarf baby playing with balls of cotton, like a kitten.

I can't unsee it :(
Title: Re: Ironhand's Graphics Set
Post by: Arucard on May 12, 2010, 11:09:59 am
I was kind of hoping that the tax collector would be a really well dressed macedwarf, although I like the anti-Santa concept.
Why not both? As in a superbly dressed dorf with a big money bag on his back?

Personally I would envision a tax collector as a guy with a little clipboard, but that might be too close to the trader (?), and if they pay with coins I guess he would need a big bag.

Also, I just looked at the dwarves on the OP, nobles look pretty damn amazing. Can't wait for the merge :D
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 12, 2010, 11:58:35 am
This is what my mind's eye conjures up when someone says "tax collector"

(spoilered for size)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 12, 2010, 11:42:49 pm
Mee too!
Title: Re: Ironhand's Graphics Set
Post by: Arucard on May 13, 2010, 02:37:38 am
This is what my mind's eye conjures up when someone says "tax collector"

(spoilered for size)
Spoiler (click to show/hide)
Oh, that's awesome! If he can 'dorfitize' that, it would be perfect! I think the hat does a lot, that could be the big identifying factor.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 13, 2010, 08:54:41 am
Make it nothing but an immense top hat with two tiny dwarf feet under it.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 13, 2010, 06:18:35 pm
I have the DF equivalent of blue balls. We have the hot tileset coupled with a self imposed abstinence. (I'm waiting for the patch before I play again)
Title: Re: Ironhand's Graphics Set
Post by: Master Catfish on May 14, 2010, 05:25:37 pm
I have the DF equivalent of blue balls.

I know what you mean by this.  For me, it's more like I'm in love with one woman, and married to another.  The desire to be with her torments me constantly, and frustration has driven me to the brink of madness.  There is only one thing which keeps the shreds of my crippled sanity from leaving me: Hope.  Hope that one day I shall be united with my true love.

May that day come soon. 
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 16, 2010, 05:23:58 am
I am 20 years old today!

Let's see if I get a merge for my birthday.
That would be pretty awesome.
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 16, 2010, 06:03:51 am
I am 20 years old today!

Let's see if I get a merge for my birthday.
That would be pretty awesome.
HAPPY BIRTHDAY YOU MAGNIFICENT BASTERD
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 16, 2010, 07:32:20 am
No shit? Happy Birthday.
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 16, 2010, 09:20:38 am
Happy Birthday!  :D
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 16, 2010, 10:31:50 am
Yeah, happy birthday and no shit.

Boooyah! May you and your beard thrive.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on May 16, 2010, 03:27:43 pm
Happy Birthday, Ironhand! :D
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 16, 2010, 03:44:11 pm
Happy Birthday! I hope you get everything you want (including the merge)!
Title: Re: Ironhand's Graphics Set
Post by: Gorfob on May 16, 2010, 07:00:43 pm
Happy Birthday! I hope you get everything you want (including the merge)!

Your wish is Toadys command! Really looking forwards to using this set.

http://www.bay12forums.com/smf/index.php?topic=57492.0
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 16, 2010, 07:05:01 pm
Thanks guys!

So I just downloaded and patched together the test merge, but it doesn't seem to support graphics...
At least, as far as I can tell, a bunch of people are having the same problem that I ran into.

So it doesn't look like there's going to be a set for you guys today. Sorry.
Hopefully he'll get stuff cleared up in another day or two, though.
Title: Re: Ironhand's Graphics Set
Post by: Outcast Orange on May 16, 2010, 07:28:21 pm
Happy birthday Ironhand!

I'm watching this closely.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 16, 2010, 08:48:21 pm
C'mon baby, don't tease me like this. It's physically painful.
Title: Re: Ironhand's Graphics Set
Post by: Outcast Orange on May 16, 2010, 08:50:15 pm
O .o

You might want that looked at.
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 16, 2010, 08:51:20 pm
Great news! Hopefully these issues will get sorted out relatively quickly and we can all start testing out this new tile set!
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 16, 2010, 09:17:15 pm
O .o

You might want that looked at.
...if you know what I mean.
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 17, 2010, 06:52:45 am
For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday.  The tiles all work, but the dwarfs are slightly simplified.  Mouse designation is also working fine for me.

Found this in the thread on .04... also, Baughn seemed to think that the graphics issue might be solved shortly, so that's good!
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 17, 2010, 11:52:47 am
For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday.  The tiles all work, but the dwarfs are slightly simplified.  Mouse designation is also working fine for me.

Found this in the thread on .04... also, Baughn seemed to think that the graphics issue might be solved shortly, so that's good!
But that says nothing about .png sets. has anybody tryed that with a PNG?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 17, 2010, 01:21:38 pm
Oh, yeah. It works fine with PNGs.

I've got a running prototype, just without... actual graphics.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 17, 2010, 03:32:24 pm
I'm waiting until I can use your tiles before I allow myself to play again.
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 17, 2010, 03:36:25 pm
I'm waiting until I can use your tiles before I allow myself to play again.
I also am.
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 17, 2010, 08:44:08 pm
I've used your tileset in the emergency release of Genesis. I will release it within 20 minutes.

I've spent all night remapping creatures (because there're no graphics yet so I had to make their tiles into tileset) and adding shrub tiles to all plants.

I hope you know what shrub tiles are. They are tiles you see when the plant is not gathered.

Here's how it looks. Notice all the various plants, stalks and berry bushes:
(http://i43.tinypic.com/mcpttx.png)

Phew. It took a lot of time :). Thank you for this tileset, Ironhand.
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on May 17, 2010, 09:32:11 pm
That is quite a fancy looking DF, there. almost looks like a different game compared to the ASCII.
Title: Re: Ironhand's Graphics Set
Post by: Bandages on May 17, 2010, 09:32:39 pm
I am concerned by the completely-purple, blue and green dorfs
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on May 17, 2010, 09:44:07 pm
Oh man those trees are sweeeeeeeeet
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 17, 2010, 09:46:16 pm
I am concerned by the completely-purple, blue and green dorfs
How else would you do them without graphics? :)
Title: Re: Ironhand's Graphics Set
Post by: Bandages on May 17, 2010, 09:48:36 pm
Point taken :p
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 17, 2010, 10:31:48 pm
Also I used a little less colorful color scheme and recolored some faces so now they look better even fully-colored.

(http://i44.tinypic.com/w2g9y9.png)

The plants stand out less but the creatures look better. Thanks for the tip.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 18, 2010, 04:02:37 am
Looks awesome, but I suggest darkening the . and , tiles ever so slightly, just to get a great balance between visibility and aesthetics.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 18, 2010, 06:45:21 am
Aw, my baby's off playing with other mods.

How do you specify background color for trees, Deon?
I looked at the tree tokens on the wiki and couldn't find one.
Do you just use shrub_color or whatever? Or is there a different one?
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 18, 2010, 08:49:03 am
With all due respect to Deon and the hard work he's done. I'm waiting for the graphics fix.
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 18, 2010, 02:59:02 pm
The only issue with graphics is that you cannot assign different tiles to genders/castes. Oh well.

Aw, my baby's off playing with other mods.

How do you specify background color for trees, Deon?
I looked at the tree tokens on the wiki and couldn't find one.
Do you just use shrub_color or whatever? Or is there a different one?
All you need to know about trees:

[TREE_TILE:5]
[TREE_COLOR:2:6:0]
[DEAD_TREE_COLOR:0:6:0]
[SAPLING_COLOR:7:0:1]
[DEAD_SAPLING_COLOR:0:0:1]

Note that with secondary color you have to make "blocks" to have black rather than transparent background, same for "dot" tile, otherwise the secondary color is used instead of black when you look at the ground level from z+1 (blocks show trees, dots show shrubs).

Looks awesome, but I suggest darkening the . and , tiles ever so slightly, just to get a great balance between visibility and aesthetics.
Well, I've taken them from gold plated tileset because Ironhand's floor is too dark so you cannot tell the difference between it and the open space, but it's easy to change.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 18, 2010, 04:56:53 pm
Alright, cool.

I know about the two-color thing. In fact, I'm pretty sure I came up with that. But thanks.

The tiles have already been lightened, and I actually have some grand plans for completely new ground tiles.
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 18, 2010, 06:53:52 pm
Is there a chance that they will be something like that?

(http://img4.uploadhouse.com/fileuploads/5371/53715342d226e2bdb5108da6a80c0f652b66ce4.png)
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 19, 2010, 09:14:13 am
Looks like someone running a linux client figured out the gfx problem.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 19, 2010, 09:15:33 am
@Deon:  Uh... probably not so much.
I'd like to retain my tile magic stuff, so the backgrounds of tiles are going to stay mostly black.

@Wavecutter:  Oh? I'll go check it out...
Title: Re: Ironhand's Graphics Set
Post by: Deon on May 19, 2010, 09:21:00 am
Which dll for windows should it be compiled for though? :)
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 19, 2010, 09:30:19 pm
It just occured to me that you can make simple 2 frame animation for dwarves using tile magic.
Title: Re: Ironhand's Graphics Set
Post by: SiN.Daeus on May 20, 2010, 01:43:38 am
What could you do with two frames...
*Thinks for a second*
 ...Ah. A hell of a lot of things.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 20, 2010, 05:18:17 am
I guess so... you'd be very limited, though.

The original dwarf graphic will still be there, you could just add more pixels around it, I guess.
And it would be used for EVERY dwarf with a background. The same graphic would be used for
dwarves in combat, dwarves in pools of blood, falling dwarves, and prone dwarves...
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 20, 2010, 05:35:48 am
Behold! (http://i47.tinypic.com/25ggpcy.png) The majestic elk!
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 20, 2010, 07:53:41 am
Awesome work.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 21, 2010, 08:03:32 am
I bet you a buck that the merge won't be fixed within the next two seconds.


...
...darn, I lost.
Here's your buck:

(http://i49.tinypic.com/346tegj.png)
Title: Re: Ironhand's Graphics Set
Post by: Acanthus117 on May 21, 2010, 10:48:31 am
WHAT TEH BUCK
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on May 21, 2010, 11:27:06 am
The buck stops here.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 21, 2010, 11:46:30 am
We got your Elk here! A Buck Each!
Title: Re: Ironhand's Graphics Set
Post by: blub-dwarf on May 21, 2010, 01:47:39 pm
hi ironhand,

can we give you a hand by about creating a 0.10 beta version?

Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 21, 2010, 07:47:45 pm
0.10 is a beta version.

And it's all put together and everything.
I'm just waiting for the graphics stuff to get fixed.

If you really want, I can give you guys the straight-up tileset version,
but there's no real graphics in it, so it's really not anything all that special.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 22, 2010, 10:32:10 am
Ironhand, I was wondering if you could slap something together for 40D? I've been abstaining from playing DF until I could use your tiles but the wait is killing me. I think I'll play 40D until the GFX issues in 2010 are sorted, but I'd really like to get my grubby mitts on your tiles.
Title: Re: Ironhand's Graphics Set
Post by: Vince on May 22, 2010, 10:38:11 am
I'd love to have your tileset and modified raws to shorten the wait for the rest :)
Title: Re: Ironhand's Graphics Set
Post by: ungulateman on May 22, 2010, 09:05:25 pm
+1 what Wavecutter said. I only play 40d right now, so your graphics would be a godsend for me.

Also, if I had a buck for each pun made in this thread, I would be slightly richer.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 24, 2010, 05:51:01 am
I wasn't going to, but it looks like the fix might be a while.

So since I love you guys so much, I might take a look.

Do you want straight 40d, or 40d18 or something?
Title: Re: Ironhand's Graphics Set
Post by: ungulateman on May 24, 2010, 06:41:25 am
Straight 40d for me. My laptop reacts badly to the D# series in general.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on May 24, 2010, 07:44:55 am
I'm not picky. the latest 40D will work for me. Or whatever the consensus is.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 24, 2010, 08:24:26 am
Ooohhh... you know what? 40d doesn't support pngs.
And looking at these raws, I really don't have time to hack my way through them all.
What I can do, though, is give you guys a tile version of 0.31.04. Just without graphics.

Or you can wait about a month and I'll release the graphics and the tileset and everything at once.
Title: Re: Ironhand's Graphics Set
Post by: Vince on May 24, 2010, 09:54:40 am
What I can do, though, is give you guys a tile version of 0.31.04. Just without graphics.

Or you can wait about a month and I'll release the graphics and the tileset and everything at once.

The first would be great! :)
And thanks for doing the tile magic, you dwarfy wizard! :D
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on May 24, 2010, 10:39:05 am
Okay, here it is (http://rapidshare.com/files/391093179/Ironhand_0.10.rar.html). I am officially calling this version 0.10.

Remember, that's just the RAW changes and the tiles.
You get llamas, you get unaccented language lists,
(plus a word for "llama" in each language  ;D ),
and you get my tileset. And my color scheme.
And my epic world generation parameters.

I will not likely release another version before the graphics stuff gets fixed.
But since it's just the tileset anyway, you can always update it by copying
the tileset from the OP and overwriting your version with that one.
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Maldevious on May 24, 2010, 12:00:58 pm
Initial feedback: I love the font. Looks great. But maybe it could be lightened up slightly to be a bit easier to read?

Any insight into what your epic world generation parameters entail?

It sounds like graphics fix will likely arrive some time next week. I am loving the tiles, and I can't wait until I get the whole tileset!
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Ironhand on May 24, 2010, 12:53:59 pm
Not much is changed. There is less GOOD/EVIL map tiles,
and the underground areas are more grand and open.
Also, I think there might be a bit more volcanic activity.

Otherwise, it's just a LARGE CONTINENT map.

Is the text difficult to read?
Lightening it up would not be a problem at all.
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Maldevious on May 24, 2010, 12:58:21 pm
I wouldn't say that it is difficult to read, per se, but the darker text doesn't contrast as much as a lighter one would. Just my thoughts, though.
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Maldevious on May 24, 2010, 02:02:26 pm
Played some more, and had some more thoughts:

Certain buildings are hard to discern from surroundings (for example, the carpenter's workshops are super dark, which makes it difficult to pick out when built outside).
Stockpiles almost appear to be pure black spaces, I had to really get up close to see that there was something there.
The bushes and trees look great! Also, I like the remains tiles.
... and I started with a Llama. Cool. I don't think I had one in my starting build, but who knows?

In conclusion: great work, Ironhand!
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: smigenboger on May 24, 2010, 02:27:45 pm
I've been following this, and I must say this is as big of an endeavor as Mayday's tileset!
What do you do when you aren't working on this tileset?
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Vince on May 24, 2010, 03:56:59 pm
Could you describe what kind of stone uses what tile?
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Ironhand on May 24, 2010, 05:47:01 pm
I do, unfortunately, have other things to do with my life.

Right now I am actually working on a project for my school.
I'm programming educational iPhone apps for kindergarteners.

So yeah, that's why I'm moving so slowly. I'm not a total slacker.
Though I'm not dedicating as much of my free time to spriting as I could.

And actually, Mayday doesn't make all his own tiles. Most of them are borrowed.
So my endeavor is more comparable to, say... Beefmo's. He started from scratch.

The tiles I used for the different types of stone are really mostly just arbitrary.
I intend to remake some of those eventually and kinda start from scratch,
now that I've gotten pretty good at making semitransparent tiling art.
The ones that are there now are just the old ones with bits erased.

The tiles to which you refer as "super dark" are those three that are used for
mist and fire and workshop tiles and wagons and a whole assortment of random stuff.
They are also the three tiles with which I am the least happy of any in my entire set.
Rest assured that they will certainly see a complete makeover in the very near future.

Stockpiles can definitely be brightened up. And I already mentioned I'm going to work on floors.

I didn't make that remains tile, but I like it too. I forget who I swiped it from... but I love it.

Llamas are pack animals and wagon-pullers, so you just got one instead of a mule or whatever.
You'll see them pulling caravans and stuff, too. Also, if he ever brings mounts back in, you'll see
mountain-dwelling humans (and possibly dwarves) riding warllamas into battle. Which is awesome.



Wow, that got kinda long.
I think it answers everything, though.


Don't expect any updates for the next couple days.
Maybe this weekend I'll post an updated tileset with some lighter tiles.
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Gorfob on May 25, 2010, 12:55:46 am
Any chance you could put this release on a not shit file hosting service that doesn't expire after 10 downloads?

http://dffd.wimbli.com/ Perhaps the Dwarf Fortress File Depot?
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Aklyon on May 25, 2010, 12:56:45 am
Any chance you could put this release on a not shit file hosting service that doesn't expire after 10 downloads?

http://dffd.wimbli.com/ Perhaps the Dwarf Fortress File Depot?
or at least Mediafire.
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Ironhand on May 25, 2010, 06:32:50 am
Whoops!

Thanks!

Here it is (http://dffd.wimbli.com/file.php?id=2412).
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Acanthus117 on May 25, 2010, 06:33:18 am
IRONHAND IS KREDIT TO TEEM
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Wavecutter on May 25, 2010, 08:09:34 am
I had a chance to monkey around with it and even limited as it is it looks great.

Didn't some version of 40D have .png support?
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Ironhand on May 25, 2010, 10:43:50 am
Yeah, the later ones do. I don't think they're worth it, though.

Plus, this way, all your saves will be compatible with future versions.
Title: Re: Ironhand's Graphics Set (First Trial Version Released!)
Post by: Ironhand on May 27, 2010, 06:46:49 pm
The bad news: I'm kinda sick. You don't want to know the details.

The good news: my doctor has me on Prednisone for it.
And check out what I do when I'm on Prednisone:

(http://i45.tinypic.com/os5v00.png)

Them's the new 0.20 floor tiles. Pretty hot, yes?

This means that my punctuation in text is just as
ugly as everybody else's now, but I think it's worth it.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 27, 2010, 07:22:56 pm
They also look a bit weird on the map:
(http://i46.tinypic.com/dxkz8n.png)


But it is SO worth it when you see them in-game:
(http://i49.tinypic.com/257mv4h.png)
Ehehehehee, it makes me giddy!  = D
Or maybe that's the Prednisone...


Imma go slap these babies behind some trees and rocks. (sentence should not be taken out of context)
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Heron TSG on May 27, 2010, 07:42:34 pm
Awesome!
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 27, 2010, 07:43:22 pm
*slap*

(http://i47.tinypic.com/2rh3778.png)
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 27, 2010, 07:59:41 pm
Also, ramps!

(http://i49.tinypic.com/1zh2nvs.png)

Tomorrow I'm gonna work some magic on my trees and plants.
And some of the rock walls. And probably some other stuff too.

Ironhand 0.20 is gonna look a hundred times better than 0.10!
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: timmeh on May 27, 2010, 08:06:31 pm
Those floors are awesome!  I would suggest maybe making the outline around boulders a little thinker/darker or something, they're a little hard to make out completely, not quite as sharp look as the rest of it IMHO.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Heron TSG on May 27, 2010, 08:12:44 pm
Aye, they do seem to blend together easily. Also, is it just me or do all the rocks look the same way?
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: smigenboger on May 27, 2010, 08:37:50 pm
The red looks very magma-y, what will the fluid icon look like?
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Aklyon on May 27, 2010, 09:15:23 pm
that is some awesome ground you got there, dude!
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Maldevious on May 27, 2010, 10:30:10 pm
Lookin' good! Can't wait for .20
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Harmonica on May 28, 2010, 02:16:14 am
Interesting. Looking good for the next version. Get well.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Vince on May 28, 2010, 04:16:17 am
Awesome!
Get well soon! (But keep taking your medicine. ;D)

> Imma go slap these babies behind some trees and rocks.
And I will so use that sentence out of context! (sigged)
:)

By the way, I have an idea:
Currently you have different sizes of gems, indicating the value.
Couldn't you do that for ore, too? Like Phoebus does, but with graphics instead of icons?
I could imagine the ore layer using the background graphics and with increasing value there are more and more pieces of ore in it.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 28, 2010, 05:52:52 am
Thanks guys!

Different sizes for ores (or thicknesses, maybe, if I do more of a vein thing than a clump thing) would be very cool.
Sometime before 0.20 (maybe this morning) I'm going to pretty much completely rework the stone walls.

Currently the fluid icon I'm using is still the same as in 0.10, which is the same one that pretty much everybody uses.
Eventually I might change it a bit, but it's a pretty good one, so it will probably at least stay fairly similar.
That red stuff is supposed to be sand. But again, all that is going to get reworked a good bit.

All those rocks look the same, but those aren't actually rocks. They're "boulders".
The ones that just appear on the map and get in the way of caravans and stuff.

I will definitely be outlining those boulders. Good call. I think that will look way better.
I also have some really exciting ideas for plants and trees. I could explain them,
but I think it would be easier and more fun to just show you some screenshots.
I'm off to breakfast, but expect some exciting new teasers in a couple of hours.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Vince on May 28, 2010, 06:18:15 am
That's great news!

Though I don't like the fluid-tile everyone uses. It's too hard to see the flow direction of a brook with those.
I use these:
(http://img718.imageshack.us/img718/9444/vincecustom18x18water.png)
Looks pretty good with snow, too, I think.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: ungulateman on May 28, 2010, 06:27:42 am
I prefer sandy-looking tiles with minimal patterning, so that sand floors don't look hideous.

I use numbers for fluids anyway. >_>
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Hungry on May 28, 2010, 06:33:18 am
Nice stuff here Ironhand, keep it up.

(sidenote: Graphics sets always make me wish that anyone could set up text to read off of a different graphics set, so as to have text remain as text...and not ground tiles.
Yes I know the game doesnt desern whats text and whats not, because it's ACII.)
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Vince on May 28, 2010, 06:40:04 am
Nice stuff here Ironhand, keep it up.

(sidenote: Graphics sets always make me wish that anyone could set up text to read off of a different graphics set, so as to have text remain as text...and not ground tiles.
Yes I know the game doesnt desern whats text and whats not, because it's ACII.)

We can only wait until Toady implements the full graphics-support.
http://www.bay12forums.com/smf/eternal_voting.php
It is rank 5 currently.
With it, we will be able to allocate a tile per meaning. ("." as a sentence object, floor, background in not visible stone, grass, stone, etc.)
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 28, 2010, 07:05:26 am
Yeah, I'm looking forward to that too.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 28, 2010, 08:20:22 am
Hey guys! Check it out! Smooth floors!

(http://i45.tinypic.com/mij7uu.png)
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Cheddarius on May 28, 2010, 08:52:10 am
What are those other things there on the walls? They look like... dwarves with no faces and strangely-shaped backpacks?

Ohhhh, are they armor stands?
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Maldevious on May 28, 2010, 08:53:25 am
Those things also appear in the carpenter's workshop, so I'm interested as well.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 28, 2010, 08:55:46 am
That's the tile that just about everybody uses for clothes and armor and stuff like that.
I'm not happy with it, though. It will change as soon as I can come up with something better.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Cheddarius on May 28, 2010, 09:02:11 am
Ah, I can see it now. The armor (dwarf with no face), like I said before, and maybe some boots or assorted stuff...
The armor could be associated with armor stand, so how about just a t-shirt (or long-sleeved shirt, or sock, if you don't want dwarves to have t-shirts)? I think a sock would work especially well; it's unique and can't be associated with, say, a shadow dwarf.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Wavecutter on May 28, 2010, 09:28:44 am
All of the new stuff you've posted looks awesome. IMHO you should put your touch on all tiles. If only for the sake of homogeneity.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 28, 2010, 09:46:09 am
That's the eventual goal.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: blub-dwarf on May 28, 2010, 09:49:56 am
hej,

i like your smooth floors.
do they change color if the stone is another one?
if the space between the stone would be white i think it could look a bit better
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 28, 2010, 07:04:53 pm
Sure... it's just a tile, so it's used for all smooth or constructed floors
(and engraved ones, too. But for now they won't look any different if you have engraving toggled off).

Okay, I made a couple minor changes (and a couple more major ones for rivers) that make the maps look awesome.

(http://i50.tinypic.com/2duwlkz.png)
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Maldevious on May 28, 2010, 07:52:11 pm
... want... I hope 31.05 will be out in the near future!
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: timmeh on May 28, 2010, 07:56:46 pm
... That is incredible... the mountains and trees are the only parts that immediately look like they're even tile-based, the rest of it blends so well....  I can't wait to get a stable version of DF and a release of this, going to be awesome!
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Aklyon on May 28, 2010, 07:57:51 pm
darn you and your awesome graphics! it making it harder to wait for .31.05! (but one of those tree icons makes it look like some of that map is covered in watermelons :P )
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Wavecutter on May 28, 2010, 09:59:37 pm
I'm going to have to wash my jeans now.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Acanthus117 on May 28, 2010, 10:01:18 pm
I'm going to have to wash my jeans now.
Me too.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Vince on May 29, 2010, 01:41:29 am
Very nice!
I love the idea. I use similar, but inarguably less fancy tiles right now:
Spoiler (click to show/hide)

Just one nitpick on your tiles: Sometimes you can see the seams, like on the top, second river from the right.
Title: Re: Ironhand's Graphics Set (brand spankin' new floors!)
Post by: Ironhand on May 29, 2010, 07:48:48 am
Hehehe, check this out:

(http://i50.tinypic.com/29c6mog.png)

I don't think there's any seams any more.

It makes me realize that I definitely need to make my own sand/fluid tile.

Also, I have some ideas for making forest/jungle/marsh tiles instead of isolated "tree" tiles.
I can use a different tile for trees in-game, so these ones will just be for maps. I think they will be EPIC.

More info soon.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Maldevious on May 29, 2010, 07:53:48 am
Lookin' good. Keep up the good work, Ironhand.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Cheddarius on May 29, 2010, 01:03:39 pm
Ah, I really like the bendy river curves.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Ironhand on May 29, 2010, 02:59:37 pm
Hey guys!

I'm reformatting my critter sheet.

Is there a flag that prevents critters from showing up as undead?

I figure [no_bones] prevents skeletons. Can those still be zombies?
Is there a list somewhere of critters that can and can't be undead?
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Ironhand on May 29, 2010, 07:13:27 pm
Come on, guys! Help me out!

Is there supposed to be an undead sprite for everything?

I've noticed that other people tend to skip a bunch of them.
Is that intentional, or is it just deemed not worth the effort?
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Gorfob on May 29, 2010, 09:15:18 pm
Keep in mind those river tiles are also used for smoothed walls.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Wavecutter on May 29, 2010, 10:15:11 pm
He's breaking up the sets to fit his plan.

As far as modding goes, I spent an hour searching for the answer Ironhand and came up empty.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: timmeh on May 29, 2010, 10:47:27 pm
I don't see a list of creatures that can't be undead, but if you flip through the RAWs, I think the tag "CANNOT_UNDEAD" handles this....  Your best bet would probably be to open each RAW file, and search for that tag, see what creatures it comes up with... it'll be a pain, but it'd work if you can't find anything else (assuming I got the tag right... I think so, that's how it appears on the wiki)
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Ironhand on May 30, 2010, 07:14:54 am
Actually, those ones are not used for smoothed walls.
Those are the single-line rivers, used for small rivers, streams and brooks on the world map.
The tiles used for large rivers are the ones that are used for smoothed walls. Those remain unchanged.

Anyway, yeah, that was what I was afraid of with the undead stuff. Ah well.
It'll be worth it when I can say that I have the most complete graphics set for DF.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Harmonica on May 31, 2010, 06:19:03 am
Maps looks great. I have to admit they're the part I worry about least in DF, when I'm hacking away at the tiles in Photoshop I don't worry about how ugly the map ends up looking, as long as the game itself is cool.

Smoothed floors are really hard to get looking right (they have to be dwarfy without being too intricate) and you nailed it. I tried to do that kind of smoothed slabs effect myself but couldn't get it looking as good (ended up going with a kind of tesselating smoothed dirt appearance which I created by accident).
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Wavecutter on May 31, 2010, 08:40:13 am
Smoothed dirt could be used as a dirt road maybe?
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Dohon on May 31, 2010, 01:44:38 pm
I haven't posted my praise yet, so here goes.

Very nice work. I'm really digging (pardon the pun) your graphics, Ironhand. I'm looking forward to 1.0. :)
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Ironhand on June 01, 2010, 07:55:12 am
Does anybody know if it's possible to change the colors that are used for the background tile on the menu screen?
I know that tile is the one right before ! on the tileset, but I think it just uses black-on-black, because I can't get it to show up.

Is there a way to change that? I feel like there probably isn't, but I thought I'd ask anyway.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Wideman on June 03, 2010, 05:06:05 pm
I am just being curious but how the graphics set coming along?
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: smigenboger on June 03, 2010, 05:25:05 pm
Excellent work, Ironhand! I'd hold off on the skeletal vermin until someone can confirm it. In my experience, I've never seen undead vermin in a terrifying map.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Ironhand on June 03, 2010, 05:57:26 pm
I dunno what you're talking about with vermin...
Vermin don't use graphics anyway, so that would be impossible.

Anyway, it was going to be a surprise, but since you asked...
Ironhand 0.20 is going to have full creature graphics!
I'm filling in most of the set with Bane's critters,
and I will slowly replace them with my own.

It will also have the new floors and stuff.
All in all, it should be pretty awesome!
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Wideman on June 03, 2010, 05:58:23 pm
OOOHHHHH will there be any screenies?
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: smigenboger on June 03, 2010, 07:10:44 pm
Ah, I though you were asking if vermin can be undead, though I've never seen any undead ones.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Wavecutter on June 04, 2010, 11:54:01 am
http://www.bay12forums.com/smf/index.php?topic=58651.msg1304427#msg1304427

a lot of stuff is fixed.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Maldevious on June 04, 2010, 12:00:13 pm
Can't wait until the new version of the graphics set comes out!
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: MaXMC on June 05, 2010, 02:06:31 am
I just tried 0.10 with 31.05 and I can't use it, it's too dark, I'm used to Maydays tiles with backgrounds... If we could somehow specify what the general background color would be (ie not 100% black), then maybe I could use this set...
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Deon on June 05, 2010, 07:00:51 am
Hey Ironhand. CANNOT_UNDEAD makes creatures being unable to become undead.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: SanDiego on June 05, 2010, 10:52:28 am
Just posting away so I can watch this totally awesomely promising project more easily.
Title: Re: Ironhand's Graphics Set (awesome cartography!)
Post by: Wavecutter on June 05, 2010, 12:09:44 pm
Ironhand, if you'd like I'm willing to edit raws for you. You just tell me what you want in or out and I'll make it happen.
Title: Re: Ironhand's Graphics Set (0.20 is out!)
Post by: Ironhand on June 05, 2010, 12:37:31 pm
Oh, wow. I went away for a couple days and look at all the stuff I missed!

MaXMC: keep your pants on.
That's what this is for: Version 0.20 (http://dffd.wimbli.com/file.php?id=2450)!

Hope you guys enjoy it! It's got full graphics support for dwarves and critters!
Most of the critters are Bane's, but it fills the gaps until I can make my own.

Deon: Thanks, I know.

Thanks everybody else for your support!
Enjoy 0.20!


I'm gonna follow it up quick with a 0.21 in a couple days,
which will have Sphr's elves and humans and goblins, I think.
Also buzzards and vultures, which are the only critters I'm missing.

So anyway, if there's anything else you think should change, let me know.

Cheers!
Title: Re: Ironhand's Graphics Set (0.20 is out!)
Post by: Wavecutter on June 05, 2010, 01:37:59 pm
Downloading it now.
Title: Re: Ironhand's Graphics Set (0.20 is out!)
Post by: Ironhand on June 05, 2010, 01:57:15 pm
Cool. Let me know how it works.

Also,
we are now hanging with the big boys!
So come to Modding now when you want to check in on me.
Title: Re: Ironhand's Graphics Set (0.20 is out!)
Post by: Ironhand on June 05, 2010, 02:18:47 pm
Whoops!

I forgot to retain my stone/plant raws.
Fixed it. Now rocks and stuff should look better.

Ironhand Graphics version 0.21 (http://dffd.wimbli.com/file.php?id=2452)

All I changed here were the raw/objects files,
so you should be able to switch those out if
you already genned a world or whatever.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Hummingbird on June 05, 2010, 03:33:30 pm
I've seen these previews, and I congratulate Ironhand for creating such a great work of art. I've been a die-hard ASCII fan, but I've looked at all the tilesets that are being created out there; Ironhand's tileset is the only one that looks good enough for me to actually try using.

One problem, though: I have a Mac. How can I make this tileset work with the Mac version of DF?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: BlackRogue on June 05, 2010, 04:00:09 pm
I'd try replacing your data and raw folders with Ironhands and see if that works.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 05, 2010, 06:43:41 pm
Oh, hey! Sorry I missed you.

Yeah, let me know how that works.

I'm honestly flattered that you're switching for me.
Your happiness continues to be my number one concern.

Anyway, I actually have access to a Mac right now, so
maybe in the future I'll patch together mac versions too.

Would that be a good thing for people?


Also, over 60 downloads in one day!
Woop. I feel so loved. Thanks guys.

I know I haven't been putting much out lately,
but this week I should be able to finally be able to
make some significant headway. Keep checking up on me!
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 05, 2010, 06:54:27 pm
Also also:

I feel like it would be cool to have some screenshots up here of my set in action,
but I don't need any excuses to actually play because then I won't get any spriting done.

So I hereby task you, my beloved fans, to go forth and enjoy my graphics set, but to also
make sure to snap a totally awesome, epic, beautiful screenshot every now and again.

I think it would be cool to have some of those displayed on the main page,
so that people can get an idea of the set without downloading it.

The hope is to have some more stuff for you in a few days.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Hummingbird on June 05, 2010, 07:31:35 pm
I'd try replacing your data and raw folders with Ironhands and see if that works.

It worked! Thanks.

Edit: I did have to take the shader.vs and shader.fs files in the Mac version data folder and paste them into the Ironhand data folder.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: BlackRogue on June 05, 2010, 08:14:03 pm
Good to hear.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Acanthus117 on June 05, 2010, 08:32:33 pm
Dude, I gotta go wash myself now.

NICE WORK IRONHANDEDMAN
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Vince on June 06, 2010, 03:22:09 am
This is the best set for DF so far, great work!
I have only two complaints:
- the different kinds of ores and stones are really hard to tell apart.
I liked RantingRodents approach most: http://www.bay12forums.com/smf/index.php?topic=29706.0
- The trees aren't using your tile magic yet. (=no brown trunks) Is that intended?
Another improvement: I use tile 29 as a "dead shrub" tile, so the graphical diversity of plants is even higher. :)

Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 04:02:23 am
Hey, First off love the set, ive only got one problem.

the set was working fine at first, after abandoning and starting a new fort though the graphics went abit loopy, i had spiders showing up as hematite veins and troll icons for lignite and most of my dwarves showing up as the wrong icon (black squares for miners, farmer icons for nobles and jewelers.

this was after a simple drag and drop over DF from 7zip. any idea's on how i could fix it?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Prastary on June 06, 2010, 05:40:30 am
The graphics in this set is really great, you have an interesting style, and I hope that you will still work on it and improve it (thank you very much for this!).

One proposition would be to make the borders of stone/soil/etc wall tiles more noticable (I think that it is easier to recognize them this way) - for my own purpose I made them sligthly darker, so in game they look like nice blocks:
(http://i50.tinypic.com/160s8w3.png)

It is only sad, that this set is not in 16x16 - with 1280x1024 it looks quite blurry.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 06:05:58 am
Yeah, sorry... my set is, in fact (and I believe the first) 18x18 tileset.

I keep saying that the stone/ore walls are my next priority. I really will get to them, I promise!
Also, trees will eventually use tile magic. I intend to eventually make new ones just for that reason.

I will make sure to leave the shaders in there for future versions.

I have no idea what's going weird with your version...
Did you download the whole folder? I changed some raws,
so if you're not using my raws that might be your problem...
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 06:13:48 am
with a quick fresh install of it all i was able to fix the rocks showing up as animals, the only problem now is the dwarves showing up wrong. its very odd. still a good graphics set though and im working through some of the raw's seeing if anything is out of place.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Vince on June 06, 2010, 06:19:44 am
Did you replace the raws in your main folder as well as the save folder?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 06:26:38 am
Yep. replaced everything i needed to. and i havent kajiggered with the raw's any. and it only seems to affect dwarves. ill keep messing around and see if it fixes itself somehow.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 06:37:54 am
That is highly distressing.
You say they are just showing up black?

Is anybody else having a similar problem?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 06:47:50 am
Well. no idea what happened there. Deleted everything again and put everything back in again and its all back to normal now O.o maybe i was accidentally hitting no on the overwrite prompt or something but the dwarves are showing up normal again now. Very odd but atleast its back to normal and i can enjoy the set fully now.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 07:11:37 am
Hey, sweet!

I love it when stuff fixes itself.

I hope you enjoy it!
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 07:16:59 am
Ofcourse, Enjoying the set immensely....even while my under-defended fort is annihilated by 5 goblin ambushes O_O;
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 07:19:40 am
Sorry about that. Not that you're being killed; I'm sure it's lots of fun.
But rather that all those goblins are boring old gs. I will fix that soon.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Robsoie on June 06, 2010, 07:35:08 am
Played a bit with the 0.21 graphics and DF 0.31.05 and so far i am very impressed on how the whole visuals seems to fit naturally with each tiles.
Those ground and floor are plain amazing and the dwarves are a nice change from the usual Sphr i was using in previous DF version.

The only bad point i can see is that i didn't liked the fonts and the decorated O , so i tried to swap those with the fonts used in Haowan curse (http://Haowan curse) (as both are 18x18) in Gimp and it got better for my old eyes.

Other than this detail, this graphic set is the one that has impressed me the most since i play DF with graphics one especially in how the ground seems to be that "seamless", amazing work.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 09:51:04 am
Ok. looking through the stockscreen i noticed this.

(http://i13.photobucket.com/albums/a253/Adultratedhydra/damn.png)

Seems the problem was solved in one way but another popped up =S

This is on 05 by the way on a completely fresh install. not a clue whats going on here.

seeing as the picture is bad quality abit ill clarify.

Miners show up as children, nobles arent showing up as anything and all military has the stoneworker graphic.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Jiri Petru on June 06, 2010, 11:57:23 am
Nobles not showing up and military as stoneworkers are vanilla bugs. Not sure about the miners though, my graphics have them right.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Cheddarius on June 06, 2010, 12:08:11 pm
Why are the champion marksdwarves called "Elite crossbowmans"?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 12:28:45 pm
Why are the champion marksdwarves called "Elite crossbowmans"?

i had not noticed that O.o

Seems it says crossbowman in the Raw's.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 12:41:15 pm
That is pretty weird.
I don't think it's a problem on my end, though...

I wonder why you seem to be having so much trouble.
What OS are you using? Might that make a difference?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: kirvoq on June 06, 2010, 12:55:37 pm
So you added llamas? A dwarven caravan just showed up, using llamas as pack animals, but they didn't carry any goods. Maybe they're missing some tag?

Great looking set.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 01:47:56 pm
Yeah, you get llamas with my set.
Because I know you love them.

They shouldn't mess anything up, though.
They have [PACK_ANIMAL] and stuff...

Is anybody else having that problem?



Here's the RAW, in case somebody
wants to take a look at it for me. ...Deon.

Spoiler: llamas! (click to show/hide)
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Wavecutter on June 06, 2010, 01:55:03 pm
A gift for Ironhand,
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Bandages on June 06, 2010, 02:04:42 pm
Dear god, those are terrifying.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Cheddarius on June 06, 2010, 02:38:15 pm
What are you talking about, they're adorable and I want to pet them and name them George and oh god it spit in my face it burnnssssss
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 05:00:48 pm
Those aren't llamas; they're alpacas!

Thanks, though. I guess they're kinda cute,
in a genetically modified poodle sort of way.



The gift I appreciate more:

I just got over a hundred new downloads in about 24 hours!

Nothing motivates me to sprite more than loving supporters!
Hopefully I'll have something nice to give back in a couple days.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: MorphingJar on June 06, 2010, 06:03:20 pm
Quick Q.  This always confused me with mods that come preconfigured.  I notice the mod has alot less files in than the standard installer for the current version and that the mod seems to play fine by itself.  can it be simply coppied and replaced into the standard install folder?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 06, 2010, 06:58:17 pm
Yeah.

All the stuff I took out was stuff I thought I didn't need.

Apparently, you still need some of it for the Mac version,
so in the future I'll probably leave most of it in there.

But everything I upload is a complete package, yeah.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Adultratedhydra on June 06, 2010, 07:59:48 pm
ok so i slept on it for a night and came back up with a fresh head. still nothing.

Spoiler (click to show/hide)

Thats the first line of dwarves from Graphics_dwarves. all as it should be?

Tried kajiggering around with it to see if i could change the miner, was able to change the graphic of everything BUT miners. and im using XP SP3 32bit.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Maldevious on June 06, 2010, 09:04:56 pm
It seems as if shrubs aren't displaying properly in the newest version, they're just showing up as dark green tiles. I'll try and post a screenshot once I get into my photobucket account (forgot my password too many times so I have to wait).

But looks great, in general.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Maldevious on June 06, 2010, 10:22:49 pm
Here is the aforementioned screenshot, with two miners, a wood cutter, a leader, a doctor, a grower and a peasant:

Spoiler: Screenshot (click to show/hide)

For an example of where the shrub should be, see this screenshot. Yellow circles are a few of the spots where there should be shrubs.

Spoiler: No shrubs? (click to show/hide)
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: kirvoq on June 07, 2010, 01:37:41 am
I took a backup save, added [TRADE_CAPACITY:1500] (copied from donkeys) to the llamas, and when the dwarven caravan showed up, the llamas were carrying some stuff.

Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 07, 2010, 07:25:58 am
Adultratedhydra: that is REALLY weird. Yeah, that RAW code looks fine.
I really have no idea what to tell you. It sounds like some kind of internal issue,
but I have no idea why something like that would happen. Maybe try forcing the
game to re-parse the sprites, by toggling graphics off and then back on again...

Maldevious: thanks! Yeah, that's gotta be just a bad RAW tile designation.
That will be fixed for version 0.22.

Kirvoq: Awesome, thanks! I will add that into my llamas right away!


Expect an update tonight sometime.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Prastary on June 07, 2010, 07:57:03 am
The no-shrubs is because Ironhand has cleared the shrub tile in ironhand.png - it is easy to repair with any graphic program.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 07, 2010, 09:44:01 am
Naw, you don't want to do that.
That tile is also used on maps.

I'm specifying shrub tiles for 0.22.
You'll actually be able to tell which
plant is which before you pick it!
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Deon on June 07, 2010, 10:13:34 am
That's what I did in genesis mod long time ago, your "tile magic" really helps it. I think I showed that pic earlier:
(http://i44.tinypic.com/w2g9y9.png)

Also your new ground rocks!

And may I suggest this for a water tile?

(http://i.piccy.info/i5/14/64/186414/water.png)

I love how it's clearly identifiable as "water" and "sand" with good enough borders. Your current sand sometimes looks like "walls" in comparison to the darker ground.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 07, 2010, 11:36:39 am
No offense, but that's boring!  :P
I'll make a new water tile eventually...
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: HLBeta on June 07, 2010, 05:55:10 pm
I've noticed that caged creatures and corpses still show up as letters or symbols instead of their normal graphic tiles. I'm not certain this can be fixed, but I thought I'd mention it.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Ironhand on June 07, 2010, 06:01:54 pm
Yeah, that's not something I have control over... sorry.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Hippoman on June 07, 2010, 06:03:48 pm
It's really dark, but I really enjoy this tileset.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Moontayle on June 07, 2010, 07:04:42 pm
Did you fix the minerals (like petrified wood) that would show up as barrels?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Harmonica on June 07, 2010, 07:06:47 pm
I usually make petrified wood a wood tile but orange.

I've noticed that caged creatures and corpses still show up as letters or symbols instead of their normal graphic tiles. I'm not certain this can be fixed, but I thought I'd mention it.

In my experience that only happens when they've been captured but not installed in a stockpile or pitted. Once stored somewhere they will pick up their graphic. Usually.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Deon on June 07, 2010, 07:18:28 pm
They are like that in built cages too. A DF quirk.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Aklyon on June 07, 2010, 07:19:57 pm
It's really dark, but I really enjoy this tileset.
It would be a bit nicer if you brightened them a bit.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Deon on June 07, 2010, 07:23:09 pm
I like dark tiles because they make it clear where's wall and where's floor. In DF it's just dots :P.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Hippoman on June 07, 2010, 07:32:08 pm
I can't see doors.
Or smoothed floors.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Aklyon on June 07, 2010, 08:41:20 pm
I can't see doors.
I randomly not see doors.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Hummingbird on June 08, 2010, 12:07:39 am
It's really dark, but I really enjoy this tileset.
It would be a bit nicer if you brightened them a bit.

I agree; this tileset could use a brightening up. It's difficult to tell types of smoothed floors from each other (or whether there is even floor or not), and some types of rock turn black when designated for digging (though that might be a different problem entirely?). I think, Deon, that brightening the whole tileset won't make it more difficult to tell walls and floors from each other, since there would still be a great difference in brightness, and also we should be able to tell where floors are once we can see floor tiles.
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: MaXMC on June 08, 2010, 04:50:54 am
The problem is that we all have different brightness settings on our Screens and graphics cards. And if you're painting on a non-calibrated screen, it can look either way.
You wouldn't even see what the problem is on your own screen since that one is brighter...

Anyways, I'm hoping for a bugfixed and brighter 0.22 and I also hope it's purely graphical. If you are doing a graphics set, do a graphics set. I don't want to be forced to go through all the domestic.txt and other files just to remove what's not there in vanilla DF.

Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: blub-dwarf on June 08, 2010, 04:58:15 am
hi
hmm i dont find it too dark.
for my opinion if its too dark light it up yourself?
shuldnt be a problem or am i wrong?
Title: Re: Ironhand's Graphics Set (come try out 0.21!)
Post by: Hippoman on June 08, 2010, 07:23:13 am
How would I brighten it?
Title: Re: Ironhand's Graphics Set (0.22!)
Post by: Ironhand on June 08, 2010, 07:34:33 am
No need!

Here you go (http://dffd.wimbli.com/file.php?id=2466).

That's 0.22. The whole tileset it brightened up a bit.
Also, elk and deer are finished, zombies are greener (http://2.bp.blogspot.com/_buleZbLQzU0/SXPUAleCgII/AAAAAAAAACs/cuQN-nnJ5Ro/s320/1221917.6258105.jpg),
llamas are fixed (trade capacity), and shrub tiles are in!

I think you're right that it's a monitor thing.
My monitor is really quite bright, so I run into
problems like this a lot. Let me know if that's any better.

MaXMC, you need to stop complaining.
It's just llamas. Llamas are awesome.
And anyway, they're one creature.
It doesn't take that long to take out.

The doors thing is weird, but I think it's just because
they're partly transparent and very very dark.
I will take a look at that for 0.23.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Hippoman on June 08, 2010, 07:44:57 am
Do I have to install a whole new .05?

Also I couldn't tell the difference between snow and ground, so this should help.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Ironhand on June 08, 2010, 07:46:12 am
It's all packaged together...

But the only things I changed are the raws and the tileset.
You can just switch out those if you want (make sure to update your save folder, too).
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Adultratedhydra on June 08, 2010, 07:49:46 am
It's all packaged together...

But the only things I changed are the raws and the tileset.
You can just switch out those if you want (make sure to update your save folder, too).

Hey awesome. the graphics are all working for me in this down load =D
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Maldevious on June 08, 2010, 07:59:13 am
Looking good, shrubs are definitely back in. Are you looking for anything in particular in a screenshot? I can try my best to make one that works for you.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Ironhand on June 08, 2010, 08:01:03 am
Adultratedhydra: Sweet! I'm glad to hear it!
I don't know what I did, but awesome!

Maldevious: I don't really care.
I'll be switching them out fairly often anyway.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Robsoie on June 08, 2010, 08:02:37 am
0.22 is out !
Amazing and thanks so much for this brillant piece of tileset work.
It enhances my DF fun tremendously.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Prastary on June 08, 2010, 08:16:00 am
Nice shrubs!

But these looks weird:
(http://i47.tinypic.com/2vu0nz9.jpg)
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Ironhand on June 08, 2010, 08:35:15 am
Oooh, you lucky bug! You've got whip vines! = P
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: flatlander on June 08, 2010, 10:56:26 am
Hey Ironhand... I'm a complete newb; but I love your work. Keep it up.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Ironhand on June 08, 2010, 11:35:38 am
Hey, thanks! I love you too! ...Here, have a warthog: (http://i47.tinypic.com/i5so5l.png)

Anyway, welcome to Bay12! Hope to see you around.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Hippoman on June 08, 2010, 04:12:54 pm
It's all packaged together...

But the only things I changed are the raws and the tileset.
You can just switch out those if you want (make sure to update your save folder, too).
Never updated saves before can you tell me what to do?
I would just replace the raws, and....What else. Then how would I update saves.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: flatlander on June 08, 2010, 04:37:12 pm
Hey thanks... I'll watch out for the tusks. They look sharp.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Ironhand on June 08, 2010, 04:38:11 pm
Good idea.

Hippoman: There's another raw folder inside your save game under save/region1, or whatever.
Just make sure you update those raw files in the same way that you updated your external ones.
Title: Re: Ironhand's Graphics Set (0.22 has shrub tiles!)
Post by: Hippoman on June 08, 2010, 04:39:39 pm
ok thanks I'll do that now.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Ironhand on June 09, 2010, 10:13:55 am
Alright, here's 0.23 (http://dffd.wimbli.com/file.php?id=2471)!

I merged in Sphr's humanoids, so now I think there's a sprite for just about everything!
Granted, most of those sprites aren't mine, but I'll get around to all of them eventually.
At least this way you won't see ks for kobolds and Es for elves.

Sometime later this week I'll put out 0.30, which will be packaged into DF 0.31.06.
I should have some other new stuff in there too. We'll call it a surprise for now, though.

Are people still having problems with doors? Are they still too dark, or whatever? Let me know.

Cheers!
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Prastary on June 09, 2010, 12:21:02 pm
I'm not sure if I like the changes you made in ironhand.png (the 3 tiles). For example, the silty clay wall looks ugly with them:

(http://i47.tinypic.com/2937n6x.jpg)

It is easy to change, so I will just copy those tiles from old version. Waiting with impatience for next version!
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Ironhand on June 09, 2010, 04:43:59 pm
Ew, good call.

Yeah, I wasn't quite happy with them either...
What do people do for those tiles? They're used for so much!
I could use different tiles for the silty walls... but I don't like them for workshop tiles either.

I'll probably end up going back to something more geometric and intentional-looking. Maybe.

Anyway, I've got to go get some real work done tonight (and tomorrow).
I'll aim to have something new for you guys by the weekend, though.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Deon on June 09, 2010, 07:44:18 pm
I liked smooth look of the peat/clay in the previous version. By combining main and secondary colors you could get really nice effects.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Hippoman on June 09, 2010, 08:45:19 pm
You skipped .07 releases.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Deon on June 09, 2010, 08:46:41 pm
.07?
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Hippoman on June 09, 2010, 08:56:45 pm
Yes, from .23 all the way to .30 is .07 versions skipped correct?
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: BlackRogue on June 09, 2010, 09:06:41 pm
It probably means some major changes that's all.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Cheddarius on June 10, 2010, 01:02:20 am
Yeah, you don't actually always see people incrementing in .1 or .01 every time. Actually, I think I've almost never seen something that had a perfect version thing like that, +.1 every single time... and +.01 every time is just ridiculous, you'd have to have at least a hundred increments. Much better just to package many improvements in a larger package.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Hippoman on June 10, 2010, 06:34:57 am
Well i've never released anything so I wouldn't know. Thanks for telling me.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Cheddarius on June 10, 2010, 09:01:31 am
I haven't either, but look at, for example, the versions for Mozilla Firefox, or really, any software you download with versions. It's 2, then 3, then 3.5, then 3.6. And 3.0 just went up to 3.0.19, then it leaped... four hundred versions or so to 3.5.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: carebear on June 10, 2010, 11:03:48 am
It's all about what has changed. V1.0 would be a full release. Calling the next 1.001 would be appropriate for a small fix/addition. Maybe 1.01 for several fixes/additions. 1.1 has some significant changes. 2.0 is a large overhaul over the 1.x versions.

But for incomplete releases I wouldn't know. But it doesn't really matter. Going from 0.2x to 0.3 sounds logical for something such as having a new Dwarf Fortress release in your package.


Anyway this pack is looking good. Now that RantingRodent is taking a long break I'm rooting for this one!  ;D
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 10, 2010, 12:16:05 pm
Thanks guys!

Bad news, unfortunately: I probably won't be getting 0.30 out this weekend.
I'm kinda getting behind in a (real) project. So I'm gonna focus on that this weekend.

Sorry.

Look forward to something next week, though.
Title: Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
Post by: Martin on June 10, 2010, 12:17:35 pm
Yes, from .23 all the way to .30 is .07 versions skipped correct?

Version numbers aren't usually linear that way. Typically each digit, or maybe each pair, constitute a series of revisions within a larger revision block. So for instance with the DF numbers:

0.31.06

The 0 refers to the major version. This is alpha, so Toady is still working toward the first version.

31 refers to the major features (arcs, bloats, whatever system he's worked out). Going from 2D to 3D was an increase of one in this count. Between releases, there might be 3 or 4 major additions, so it might jump from .31 to .35. To Toady, this is a linear increase as he's got .32 and .33 and .34 versions, but they weren't released.

06 refers to the minor features. This is like the one above, but these usually increment approximately with each successful build. Again, not every one may get released so it could jump to .08 if .07 was problematic.

Each developer has their own way of doing this. Knuth is using pi for his versioning for TeX so his current version number is 3.1415926. The next release would be 3.14159265. Each release adds a digit. Version numbers aren't even slightly user-friendly - they're entirely for the benefit of the developer.
Title: Re: Ironhand's Graphics Set
Post by: BlackRogue on June 10, 2010, 01:40:56 pm
that's pretty much my understanding of how versioning numbers works
Title: Re: Ironhand's Graphics Set
Post by: Hippoman on June 10, 2010, 03:52:52 pm
You learn something new in each random thread.
Title: Re: Ironhand's Graphics Set
Post by: gtmattz on June 10, 2010, 04:04:32 pm
I came in here looking for more info on this fairly awesome graphics set, and end up reading a page worth of discussion on version numbering....

Derail much?

NOW FOR THE ON TOPIC PART!

SUPER AWESOME GRAPHICS SET MR. IRONHAND, KEEP UP THE GOOD WORK, I AM LOOKING FORWARD TO SEEING THE FINISHED PRODUCT!
 8)
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on June 10, 2010, 04:38:15 pm
I came in here looking for more info on this fairly awesome graphics set, and end up reading a page worth of discussion on version numbering....

Derail much?
Not really. It was related to the versioning of the graphics set, which is still talking about the graphics set in someway.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 10, 2010, 06:35:00 pm
It really was kinda unnecessary.
We got the same explanation like three times in a row.

But whatever. Back on topic and all that. Thanks, gtmattz!
Title: Re: Ironhand's Graphics Set
Post by: Deon on June 10, 2010, 06:37:32 pm
Quote
We got the same explanation like three times in a row.
People like the repetition. They think if they say something after another man, it will sound more menacing or real.

And I look forward for 0.3 :). Oh wait, 0.30. Or will it be 0.301?
Title: Re: Ironhand's Graphics Set
Post by: HLBeta on June 10, 2010, 10:37:19 pm
I'm trying to get this working on my Mac and have run into a bizarre difficulty. I can get the tileset working just fine in windowed mode but as soon as I switch to fullscreen the color values go all wonky. Most of my creatures are now blue, the beds are green and any bluish color seems to shift into the red-orange range. I have no idea as to what could causing this so I must appeal to your greater knowledge of the init files.

I would also appreciate it if some manner of installation guide was made available, I have yet to find one that works with the v0.31 releases.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 11, 2010, 05:32:58 am
That is weird!

You shouldn't have to install anything... it's all packaged together already.
It's probably easier to just move your save into my version of the game.
Make sure to update the raw files within your save folder too, though.

As for the Mac thing, I really have no idea... for future versions (0.30+),
I said I was going to package a Mac version as well, but I'm not there yet.

I had at least one guy (Hummingbird, back on page 37) that got a Mac
version to work. He said he had to copy shader.vs and shader.fs from
the Mac package from a separate download (because I removed them
from the PC version because I thought they were unnecessary). They
will be left in all future versions, but for now see if adding those helps.
Title: Re: Ironhand's Graphics Set
Post by: Hummingbird on June 11, 2010, 06:12:26 am
For Ironhand tiles on Mac:

I've found that it's definitely simplest to copy the raw, art, and init folders from the Ironhand DF into your Mac DF folders. This has worked with each version of Ironhand that I've tried thus far.

Just drag the raw folder from the Ironhand folder into the Mac version's main folder, and the art and init folders from the Ironhand data folder into the Mac data folder. This way you get to have the same DF folder across different versions of Ironhand, and you don't have to copy any saves.

Hope this helped.
Title: Re: Ironhand's Graphics Set (goblins!)
Post by: Ironhand on June 13, 2010, 06:22:51 pm
I gotta little teaser for you guys!
Guess what you're gonna get in 0.30...

(http://i47.tinypic.com/2d2f793.png)

I kinda want to give them hair. Thoughts?
The raws say they have red/pink/purple hair.
Maybe I'll just give it to nobles, or something...
Title: Re: Ironhand's Graphics Set
Post by: Hippoman on June 13, 2010, 06:37:54 pm
I've never imagined goblins with hair.
They should be bald. Let the baldness blind the dwarves as they attack.
Title: Re: Ironhand's Graphics Set
Post by: BlackRogue on June 13, 2010, 06:49:40 pm
Just remember to use No. 2 wax for that extra shine.
Title: Re: Ironhand's Graphics Set (goblins!)
Post by: Hummingbird on June 13, 2010, 07:10:48 pm
I gotta little teaser for you guys!
Guess what you're gonna get in 0.30...

(http://i47.tinypic.com/2d2f793.png)

I kinda want to give them hair. Thoughts?
The raws say they have red/pink/purple hair.
Maybe I'll just give it to nobles, or something...

Coolness!!
Title: Re: Ironhand's Graphics Set
Post by: Ryjer on June 13, 2010, 09:25:07 pm
Ironhand I'm loving the tileset so far. The dwarves are awesome. Some of the raw stone walls and floors clash a bit but I can accept that.

My main complaint is something I just now encountered when I went to engrave a room... :o I hate it! I didn't play the game much with the default graphics but from the screen shots I have seen your handling it like the default graphics did. But if I could recommend something, I really liked the way the Gold plated set handled engravings, where it was just a slightly more detailed looking floor and wall tile. Hopefully this is something that you were already planning on addressing if not hopefully you will now.

Keep up the great work!

Disregard! I'm an idiot. Just found the toggle engravings function.
Title: Re: Ironhand's Graphics Set
Post by: Hippoman on June 13, 2010, 09:27:03 pm
FOR THE LOVE OF ALL THAT IS HOLY! Never switch to SDL. ITS SO SLOW AND YOUR THE ONLY ONE I CAN USE!

HOLY SHIT. This is SDL. How did you make it fast.
HOLY SHIT MONKEY BALLS. I moved my save over to .06 and ironhand. I PROBABLY SCREWED IT UP.
wertdfyuhkl.
Title: Re: Ironhand's Graphics Set
Post by: Harmonica on June 14, 2010, 03:38:16 am
Those goblins are glorious!
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on June 14, 2010, 04:00:22 am
Er, this has probably been addressed, but is this compatible with the newest version of DF, with all tiles having an image (not necessarily Ironhand's)? How do I use it?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 14, 2010, 05:44:53 am
Thanks guys! Glad you like the goblins.

@Hippoman: Yeah it's SDL. SDL is great.
I didn't do anything. Honestly. It is fast.

@Cheddarius: I'm not sure I understand.
The most recent Ironhand release (0.23)
has a sprite for everything (I think). The
next one (0.30) will as well, but it will be
DF 0.31.06 (at least). I suppose 0.23 will
work with 0.30 if that's what you want.
Just move the graphics, init and raw stuff
into the new version. If there's any RAW
changes in the new version, you'll miss
out on those. That's why I'm going to
package it myself for 0.30.

Also because there's gonna be some changes
to stone and plants floors and stuff like that.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on June 14, 2010, 07:05:13 am
Those gobbos look great!
Title: Re: Ironhand's Graphics Set
Post by: Maldevious on June 14, 2010, 07:13:08 am
I really like the five o'clock shadow on I believe the thief or kidnapper. Looks fantastic.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 14, 2010, 07:45:47 am
Master thief, actually.

And it was intended to be a face scarf,
but as long as you like it, that's good enough for me.
Title: Re: Ironhand's Graphics Set
Post by: Vince on June 14, 2010, 09:06:15 am
Wow! The goblins are really nice and evil looking.
I beg just for one thing:
Can we have cutebolds pretty please? :) Maybe as an option, not as default. I'd love to see them in your style.
Great work!
Title: Re: Ironhand's Graphics Set
Post by: Master on June 14, 2010, 09:54:05 am
I really like the tile set but I am waiting to use it until you flesh out goblins, elves, humans and kobolds. I love what you have so far though.
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on June 14, 2010, 10:45:15 am
One quibble with the gobbos, the armor is identical to the dwarves, perhaps changing the armor color slightly would help differentiate them.
Title: Re: Ironhand's Graphics Set
Post by: Hippoman on June 14, 2010, 10:59:08 am
Thanks guys! Glad you like the goblins.

@Hippoman: Yeah it's SDL. SDL is great.
I didn't do anything. Honestly. It is fast.

You did something. You're missing a ton of files and it still runs super fast.
If I download a vanilla SDL df, i'll have a fps of 6-14.
Title: Re: Ironhand's Graphics Set
Post by: gtmattz on June 14, 2010, 01:08:06 pm
Thanks guys! Glad you like the goblins.

@Hippoman: Yeah it's SDL. SDL is great.
I didn't do anything. Honestly. It is fast.

You did something. You're missing a ton of files and it still runs super fast.
If I download a vanilla SDL df, i'll have a fps of 6-14.

I noticed the bolded part last night when I discovered that the ironhand version will not run on this older dell I am fixing up for my brother-in-law, but the vanilla SDL download of 05 and 06 both work fine on it.  I started comparing files and noticed Ironhand's is trimmed down quite a lot.
Title: Re: Ironhand's Graphics Set
Post by: Hippoman on June 14, 2010, 02:17:50 pm
Exactly, it's missing so many sdl files including the SDL folder.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on June 14, 2010, 03:06:01 pm
@Cheddarius: I'm not sure I understand.
The most recent Ironhand release (0.23)
has a sprite for everything (I think). The
next one (0.30) will as well, but it will be
DF 0.31.06 (at least). I suppose 0.23 will
work with 0.30 if that's what you want.
Just move the graphics, init and raw stuff
into the new version. If there's any RAW
changes in the new version, you'll miss
out on those. That's why I'm going to
package it myself for 0.30.
Well, I'm playing 0.31.06, the newest version of DF, I think. Will this package work with that version, or will I have to wait a bit?
Title: Re: Ironhand's Graphics Set
Post by: Hippoman on June 14, 2010, 03:15:08 pm
@Cheddarius: I'm not sure I understand.
The most recent Ironhand release (0.23)
has a sprite for everything (I think). The
next one (0.30) will as well, but it will be
DF 0.31.06 (at least). I suppose 0.23 will
work with 0.30 if that's what you want.
Just move the graphics, init and raw stuff
into the new version. If there's any RAW
changes in the new version, you'll miss
out on those. That's why I'm going to
package it myself for 0.30.
Well, I'm playing 0.31.06, the newest version of DF, I think. Will this package work with that version, or will I have to wait a bit?

Do it yourself!
I think I unrar'd ironhands, then unrar'd .06 on top of that, then put my save in place.
Title: Re: Ironhand's Graphics Set
Post by: Deon on June 14, 2010, 05:12:30 pm
So does Genesis work for you now? All you have to do is to replace the ironhand's file with the changed one from my mod.
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on June 14, 2010, 05:19:25 pm
Do it yourself!
I think I unrar'd ironhands, then unrar'd .06 on top of that, then put my save in place.
Huh?

So does Genesis work for you now? All you have to do is to replace the ironhand's file with the changed one from my mod.
I'm not sure, I'll try it.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 14, 2010, 05:20:37 pm
The armor isn't identical, but it is close.
Maybe I'll rust it up a bit. Goblins shouldn't wear nice armor anyway.

Kobolds are a little ways off, but I'll see what I can do. = P

I took out some files, yeah. 0.30 has a couple more.
But that's all just extra stuff that's not doing anything.
Or so I thought...

I'm working on putting together 0.30 now!
Might be tonight. Might not. We shall see.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 14, 2010, 05:59:12 pm
Teaser time!

Spoiler (click to show/hide)

The ore deposits are still ugly (they look like bushes),
but check out them floors! No more black squares around plants!
The same is now true of above-ground plants, including trees!

I'm also really happy with that new wall tile (the grey one in this pic).
Title: Re: Ironhand's Graphics Set
Post by: Cheddarius on June 14, 2010, 06:06:11 pm
Grag, this is really confusing. Can someone explain exactly what I need to do to add Ironhand graphics to .31.06?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on June 14, 2010, 06:13:18 pm
You need to wait like 5 minutes. = P
Title: Re: Ironhand's Graphics Set
Post by: Hippoman on June 14, 2010, 06:20:25 pm
So does Genesis work for you now? All you have to do is to replace the ironhand's file with the changed one from my mod.

Nope! but I haven't tried and I will now!
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 14, 2010, 06:21:26 pm
Ta-da!

0.30 (http://dffd.wimbli.com/file.php?id=2511)
Title: Re: Ironhand's Graphics Set
Post by: HeliumFreak on June 14, 2010, 06:23:34 pm
Grag, this is really confusing. Can someone explain exactly what I need to do to add Ironhand graphics to .31.06?

-Unzip Ironhands 0.23
-Unzip 31.06
-Go into 31.06 folder so you see the folders data/raw/sdl
-Highlight all of the folders (and files) and hit ctrl+c
-Go into Ironhands folder so you also see data/raw/sdl
-Right click on the folder background somewhere and click paste
-Overwrite everything it asks you
-Then go to data/init/init.txt and make this section look like this

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]

And play


** while typing this i see the .30 update thanks.. but i thought id post so youd know what to do in future
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 06:28:19 pm
Ta-da!

0.30 (http://dffd.wimbli.com/file.php?id=2511)

DAMMIT.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 14, 2010, 06:28:32 pm
; P


Whoops, I just realized that I forgot to re-add llamas to the new RAWs.
You first three people missed out on those, if it matters to you.
The file is updated now, though.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 06:29:22 pm
; P


Whoops, I just realized that I forgot to re-add llamas to the new RAWs.
You first three people missed out on those, if it matters to you.
The file is updated now, though.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 06:33:43 pm
explain what you did. EXPLAIN IT DAMMIT. YOU MADE THE SDL VERSION FASTER. I MUST KNOW WHAT YOU DID.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 14, 2010, 06:37:49 pm
A wizard never reveals his secrets.

Anyway, I just figured out I can edit listings on DFFD.
I think that's cool. I won't be able to keep a list of old URLs,
because the URL doesn't change when I update a listing, but
nobody actually uses the old versions anyway, right?

So I think I'll just update that one from now on.
So you've all got the URL for all future versions.
When stuff happens, that's where it'll happen.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Deon on June 14, 2010, 06:42:56 pm
Hippoman, check the init settings. SDL versions performs differently based on those. Use them in other mods.

Also now I will have to update your tileset for my mod :P. Hehe, good looking stuff.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 06:44:16 pm
Hippoman, check the init settings. SDL versions performs differently based on those. Use them in other mods.

Also now I will have to update your tileset for my mod :P. Hehe, good looking stuff.

Spoiler (click to show/hide)

I JUST FINISHED DOWNLOADING IT. ESRTYGUHJIYGSTAUFASJFIUASGKFJ25873527UW34478
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 14, 2010, 06:49:31 pm
What the heck, dude.
You need to either lighten up on the 'shrooms, or maybe take a few more.

Get a grip. I can't even tell if you're happy or frustrated or what.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 06:51:33 pm
Fuck it, I got it to work. It's all good now. So besides the lingering pain in my left upper arm, I am fine.
Genesis here I come!!
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 14, 2010, 07:27:07 pm
Glad to hear it.

Now go and take those awful MS Paint pictures off my thread.
Or spoiler them or something.


So does anybody know what's up with the bay12games site?
I said I was gonna release a Mac version with this release,
but I can't very well do that without a Mac version of the game.
And it seems like the site is down...
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 07:32:56 pm
It's working fine for me.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 14, 2010, 07:38:07 pm
Weird.

Well, for all you Mac-users out there,
you should be able to just use my set,
and replace the .exe with the Mac one.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 07:39:21 pm
Why.
WHY CAN I NOT SEE MY FUCKING MINERS?! DEON WHY.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 14, 2010, 07:42:55 pm
I don't think it's a problem on my end.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 14, 2010, 07:43:35 pm
Oh shit.
Wrong topic. Really sorry.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Cheddarius on June 14, 2010, 07:54:44 pm
Thanks Helium!
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Adamantine Fist on June 15, 2010, 12:24:12 am
This is the best graphics set I've seen so far. Absolutely fantastic work here. I just wish it worked better with Civ Forge.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Harmonica on June 15, 2010, 12:24:35 am
Still haven't got round to sorting out what DF I need and using the newest versions of this set, but to see the plants and everything with proper coloured background tiles is really really awesome. Nice work.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Prastary on June 15, 2010, 02:55:05 am
Look at the pics:

Spoiler (click to show/hide)

The first shows that the ice floor is unrecognizable from the wall. The second is a scene on the glacier - the white ice floor would be ok, but look how dark is the snow, it all looks weird, maybe because the snow should be brighter than the ice.

And the "whip vines" are still there.

Those are only suggestions, keep up the good work!
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 15, 2010, 05:16:15 am
Ah, good catch!
I shall endeavor to fix that.

I need to make a new water/snow/magma tile anyway.
And I intended to make it a good deal brighter than it is.

@Harmonica: everything is packaged into the set.
You should be able to just download it and play.
You can move saves from your old games into newer versions;
just make sure to replace those raws with the new ones.

@Adamantine Fist: Thanks! I'm rather partial to it as well.
As for Civ Forge, I've said I'm planning on taking a look at popular mods eventually.
But that's a very distant goal for me right now. What is it that doesn't work well?
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Prastary on June 15, 2010, 06:36:43 am
New goblins reminds me in some negative way green aliens from ufo. I was like "where is the flying saucer?" when I first seen them in the game.
Spoiler (click to show/hide)

Maybe if the had some eyes instead of those black places, I don't know...
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 15, 2010, 08:05:02 am
You're right.

I redid his face a bit: (http://i49.tinypic.com/2qmet04.png) Are the eyes still too dark?
I tried doing glowing eyes, but it didn't look quite right...
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Prastary on June 15, 2010, 08:36:50 am
I redid his face a bit: (http://i49.tinypic.com/2qmet04.png)
Yes, it looks better!
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 15, 2010, 10:59:27 am
I believe I am still using .21.
Although a long time ago I put both the graphics folder and the thing in art into place and then put hte graphics folder into my save's raws.

When I did that for .30 I noticed a color change but I think it's wrong, because when I played a vanilla .30 It was super brighter.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Maldevious on June 15, 2010, 11:12:26 am
I haven't said it in a while, so I'll say it again: great work, Ironhand! It just keeps getting better. Love the goblins.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Adamantine Fist on June 15, 2010, 11:12:26 am
...
@Adamantine Fist: Thanks! I'm rather partial to it as well.
As for Civ Forge, I've said I'm planning on taking a look at popular mods eventually.
But that's a very distant goal for me right now. What is it that doesn't work well?
Well, mostly the fact that Civ Forge modifies a whole bunch of the standard raw files, and I'm going to have to go through and "harmonize" things. That said, once I'm done I'd be willing to post the modified version up for download to simplify people's lives.

EDIT: Aaaaand: http://dffd.wimbli.com/file.php?id=2518
Just the objects folder at the moment. Everything should work properly. The next step is obviously getting the Civ Forge races some nifty new sprites. As to that, might I have permission to go ahead and try my hand at it?
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 15, 2010, 01:48:23 pm
You might want to add my tileset and init files to that package.

And I don't mind if you want to draw some sprites of your own.
Just don't be offended if I don't include them in my official pack.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 15, 2010, 01:56:56 pm
Oh, also, what specifies sufficient worth to merit access into the graphics set repository on the wiki?
Should I wait until my set is more complete, or can somebody hook me up with a spot on the wiki?
Now that I'm just using one DFFD URL, all I'd want would be a link to that and a link to this thread.
Can somebody do that for me? :-\ I don't particularly want to set up a wiki account or whatever...
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Hippoman on June 15, 2010, 02:43:36 pm
I would if I new how to use the wikicode stuff. It's super confusing.
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Ironhand on June 15, 2010, 05:11:37 pm
Hey, I fixed ice floors and walls! You can tell the difference now. Lookit:

(http://i50.tinypic.com/20gmkao.png)
Title: Re: Ironhand's Graphics Set (0.30!)
Post by: Adamantine Fist on June 15, 2010, 05:13:37 pm
After several unsuccessful attempts to create something half-decent for the high elves, I have decided that my artistic talent is rather insufficient for the task, and that I can deal with accented uppercase letter 'e's. Now as to the bundling with the full graphics set, I've got it up now, as well as a secondary one if you just want to apply the Civilization Forge mod to a pre-existing Ironhand-enabled DF installation.


EDIT: Nice ice. Has the pack been updated with it yet?
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: Ironhand on June 15, 2010, 06:12:30 pm
It hasn't, but I think I'll release 0.31 tonight.

One more quick thing before I do, though:

Has anybody else gotten elven merchants with my set yet?
My friend tried it out, and his elves looked like zombies...

Has anybody else run into a similar problem?
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: Acanthus117 on June 15, 2010, 06:17:16 pm
Oh wow that would be awesome!

Urist McTrader: Hey, Obog, why're the elf merchants so smelly this year?
Obog Kettlecooked: I dunno, Urist.
Zombie Elf Merchant: Braaaaiiiinnss- Oh sorry I meant Treeeeees
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: Shaostoul on June 15, 2010, 06:17:55 pm
Hey, I know it's probably not very important, but I'd like to state it anyways, the black background on the tiles might be the culprit...

When I was browsing the map I came across large black patches, upon highlighting them with the embark selector they were revealed as Marshes/Forests.

You might want to give that a look. Also, time to time, highlighted letters can be a tad hard to read.

Other than that, a lot of the look and feel of this set is great.
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: Hippoman on June 15, 2010, 07:01:07 pm
The biggest thing I want fixed is the blinking thing when you set a designation square start.

Or when you assign an animal to a cage or something. I need to get up right infront of the computer just to see if that animal is assigned or not.
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: jimi12 on June 15, 2010, 07:05:09 pm
Love the new gobbos! Are you going to go for realistic ores or phoebus type ores with the values apparant on the map?
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: Ironhand on June 15, 2010, 07:17:55 pm
I prefer ore that looks like ore.

The blinking thing isn't my problem.
You might be able to fix that by changing
your SDL display settings in the init file.

So... I've been trying to make a better water/sand tile,
and I haven't yet come up with one that I'm happy with.
So don't count on that for this release...
Maybe next one, though.
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: Shaostoul on June 15, 2010, 07:23:47 pm
Sand IMO is one of the harder ones to come up with. So no worries.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Ironhand on June 15, 2010, 07:56:41 pm
Here you go! (http://dffd.wimbli.com/file.php?id=2511)

Let me know what you guys think.

I'm still not quite happy with the fluid thing, but there's some other cool stuff in there.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Acanthus117 on June 15, 2010, 07:58:06 pm
YAYYY
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Turambar on June 15, 2010, 07:59:47 pm
pics?
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Ironhand on June 15, 2010, 08:03:28 pm
I wish.

I'm kinda spending all my free time working on the graphics set.

If anybody's got a fort running with my graphics set,
send me some screenshots.
I'll post them on the OP.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Maldevious on June 15, 2010, 08:31:13 pm
So just to be clear... when I update to this from .30, I'll unzip .31, copy my save from .30, and then copy in the raws from .31?
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Hippoman on June 15, 2010, 08:44:15 pm
SOmething Like that yes. I always rar it up and undo it if needed./
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Turambar on June 15, 2010, 08:47:04 pm
(http://i49.tinypic.com/210znh2.jpg)
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: afoninv on June 15, 2010, 11:00:36 pm
Great!

More pics? Anyone?
Please?.. =)
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Hippoman on June 15, 2010, 11:04:38 pm
I'd show you mine, but it would blind you.

It turned from a dark red. to a blinding yellow.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Turambar on June 15, 2010, 11:38:53 pm
Found the problem I was having.  Not compatible with the raws from the underdark compilation.

Looks like i gotta regen again :-(

Looks like i can leave in most of the files, but the Mithril they added in messes things up.  Still, I think most of the veggies and creatures are in.  Hopefully they dont have mithril body parts that will fuck up my game.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Aklyon on June 16, 2010, 12:23:42 am
Ironhand, would you mind having a download version thats just the graphics folders and the llamas? that would make it simpler to update for the people who don't want the whole prepackaged thing (or the people like me who keep accidentally overwriting their mini-mods with your package and have to re-copy them)
Title: Re: Ironhand's Graphics Set (zombie elves?)
Post by: Vince on June 16, 2010, 03:14:15 am
I prefer ore that looks like ore.

Using different "sizes" of ... uh "ore pebbles" in the stone, depending on the ore value isn't an option?
Like you do it with the gems now?
I find distinguishing the different ores and stones rather hard right now.
Thanks for the great set!
PS: The stones that are created during mining are missing your background.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Prastary on June 16, 2010, 04:01:31 am
The water, snow and sand makes now ugly dot pattern.
Spoiler (click to show/hide)

Second thing is that you cannot see the difference between eg. "small pile of snow" and "pile of snow", so you don't see the footpaths that dwarves makes in snow - earlier they were eg. darker, so it looked like nice paths in snow.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Prastary on June 16, 2010, 04:42:40 am
I've edited the png, and copied the old water pattern over one of the new patterns doubled, and the result is interesting:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Jiri Petru on June 16, 2010, 05:14:48 am
(http://i49.tinypic.com/210znh2.jpg)

I have trouble telling apart walls from floors. And it's impossible to tell apart walls from mined rock. On the other hand, the white sand (?) looks like a wall in the middle of nowhere. I'd say there needs to be some rule of thumb along the lines of "bright tiles are walls, dark tiles are floors" to make things recognizable.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Ironhand on June 16, 2010, 05:52:16 am
@Prostary: Hey, that's not bad!
I'll try and do something more like that...

That's the tile that's the most important to me right now.
I think I'll put off 0.32 until I've got awesome sand and water.

@Jiri: You're right, the walls and floors are hard to distinguish...
I think what I'll do is make the walls brighter. Also, I'm gonna make
a tile for ore and I'll put the floor texture behind stone while I'm at it.



By the way, guys, there's a constantly-updated list of what I'm doing
and what I've already gotten done for the next release, on the OP.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Ironhand on June 16, 2010, 05:56:51 am
@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.

My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Ryjer on June 16, 2010, 07:11:40 am
The loose rock left over after mining was one of my biggest dislikes when I first started using your tileset. I have gotten somewhat use to it now but it could still be better. Making the floor peek through will no doubt help but I think uncluttering it alittle would be good too, that way more of the floor tile will show through it.

Keep up the great work Ironhand!
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Jiri Petru on June 16, 2010, 07:19:27 am
I suggest using just a single stone with a bit of a floor texture for the mined rock tile.

Also, when doing the water/sand, please try not to make it look to similar to walls. Compare the white sand with the limestone (?) wall on the previous screenshot. They look almost the same.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Ironhand on June 16, 2010, 08:05:46 am
I like both of these suggestions. Thanks.

Actually, I think I'm making headway with the new water.
It's actually going to be a bit more like the floors, I think.

Screenshots later, maybe.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Arucard on June 16, 2010, 08:07:33 am
I see most people are having the same issue as I am, the floor/wall thing. Though I'm glad to hear the walls will likely be changed rather than the ground tiles, because they are great. I also have a manager who ends up using a baby dorf graphic for some reason. The other nobles (not real nobles, but appointed ones) look normal so it's confusing. This is from using the previous sets though, I'm assuming it's the same in this one. Other than that, I had a couple goblin thieves show up that were just "g"s. After checking the raws, they seem right so I don't know why it comes out that way. Anyway, they're expertly done and I find it hard to play with any other graphics now.
Title: Re: Ironhand's Graphics Set (new fluids!)
Post by: Ironhand on June 16, 2010, 08:31:34 am
Glad you like them!

Yeah, I'm confounded by the humanoid raws, too...
I haven't really done any modding before, but I thought I'd hacked them together pretty well.
I might go and play a quick game (or just find some goblins/elves in adventurer mode) to see what's going on.

Anyway, new fluid tiles! Check this out:

Spoiler (click to show/hide)

I really like them for sand.
But I don't know if maybe they're too dark as water:

Spoiler (click to show/hide)

What do you guys think?
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Turambar on June 16, 2010, 09:10:35 am
water seems too dark, but the sand looks nice.  I imagine the problem is that you can only do one and not both.  Also, try reducing the amount of compression on your jpg's or posting png's to the thread.  For something that's based entirely on small details, we definitely could use small details to help us judge, and the compression kills them.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Vince on June 16, 2010, 09:19:11 am
I think they could be a bit "wavier", i didn't even find the sand tiles at first :D
And yes, water is too dark.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Prastary on June 16, 2010, 09:37:32 am
Its hard to tell, because the water is dark as hell and very hard to see, but I like the idea of making them "a bit more like the floors"
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Deon on June 16, 2010, 11:26:54 am
Quote
@Jiri: You're right, the walls and floors are hard to distinguish...
I think what I'll do is make the walls brighter. Also, I'm gonna make
a tile for ore and I'll put the floor texture behind stone while I'm at it.
I've made floors darker and a separate tile for the ore which looks close to the gem tile. It looks better.
Title: Re: Ironhand's Graphics Set (0.31!)
Post by: Aklyon on June 16, 2010, 11:56:55 am
@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.

My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?
ok. I'll just have to be more careful,then.

edit: that water is too dark. sand looks good, though.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Deon on June 16, 2010, 12:02:59 pm
Maybe if you make blue brighter in the color options it will look better?
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Hippoman on June 16, 2010, 01:14:46 pm
I see most people are having the same issue as I am, the floor/wall thing. Though I'm glad to hear the walls will likely be changed rather than the ground tiles, because they are great. I also have a manager who ends up using a baby dorf graphic for some reason. The other nobles (not real nobles, but appointed ones) look normal so it's confusing. This is from using the previous sets though, I'm assuming it's the same in this one. Other than that, I had a couple goblin thieves show up that were just "g"s. After checking the raws, they seem right so I don't know why it comes out that way. Anyway, they're expertly done and I find it hard to play with any other graphics now.

Delete graphics_example from the save
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Ironhand on June 16, 2010, 02:34:11 pm
Good gravy.

Deon, I love you.
That is brilliant.

I've still got a little wiggle room on the sand,
so we'll make the tile itself a little brighter as well.
But yeah, I can't believe I never thought of that.
Especially because, now that I think of it,
everything blue seems too dark. Dimple cups, stone...

Gosh, that is five kinds of awesome.
This should fix a bunch of little problems.

About the jpg thing: yeah, I know, it's awful.
I uploaded those as .bmps, but tinypic converts them, apparently.
So I'll go back to .pngs. Expect one tonight, with brighter water!  :D
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Hummingbird on June 16, 2010, 06:22:07 pm
Glad you like them!

Yeah, I'm confounded by the humanoid raws, too...
I haven't really done any modding before, but I thought I'd hacked them together pretty well.
I might go and play a quick game (or just find some goblins/elves in adventurer mode) to see what's going on.

Anyway, new fluid tiles! Check this out:

Spoiler (click to show/hide)

I really like them for sand.
But I don't know if maybe they're too dark as water:

Spoiler (click to show/hide)

What do you guys think?

I definitely found the fluid tile to be way, way too dark, both as sand and as water. When yellow or red, it looks too blackish to look like sand or desert; as for blue, I had to tilt my laptop screen 60° before I could begin to see anything more than black space. I would suggest (at least as far as my own screen is concerned) that that tile be made twice or even three times brighter, although it is up to you, as always.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Ironhand on June 16, 2010, 07:49:55 pm
Check this out!

(http://i49.tinypic.com/2mn13zt.png)
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Calvin on June 16, 2010, 08:06:43 pm
By the way, I made a granite floor hatch.

It's completely black. (no racist innuendos intended)
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Jiri Petru on June 16, 2010, 08:24:40 pm
By the way, I made a granite floor hatch.

It's completely black. (no racist innuendos intended)

A common problem with almost any tileset. Granite hatches have black foreground and white background. To make them show you need a part of the tile to be transparent. I use the same base tile as Ironhand but I've deleted the 1px line around the hatch (the "space" between the hatch and the frame).

EDIT: But seeing as hatches use "reversed" colors the same way as doors - ie. foreground is either white or black and the colors like red, blue, etc. are background, perhaps the tile could use a redesign.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Wavecutter on June 16, 2010, 09:21:55 pm
Water looks great Ironhand.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: LucasUP on June 17, 2010, 12:24:54 am
Check this out!
Nice. Its a lot more vibrant, I like it. Even though I've been using Phoebus' pack lately, I still appreciate "happier" colors in my DF, like in Maydays pack.
This is turning out to be a really cool tileset. I was worried at first because of how using Tile Magic, you need to use a black background for everything (which can look very black and ugly).
But as far as I understand it, you use dithering/transparency to offset this, and it looks great! If I spent the time to find and fill in the gaps with the units/creatures with stuff from another set, and you tweak a few of the tiles, I'd probably use this set exclusively. Or maybe just live without whatever's not there yet.

I understood tile magic when you explained it via .bmp. With .pngs and transparency, do I still understand how it works?:
White-Black = Primary Colour with varying intensity, where Black stays Black.
Transparent = Secondary Colour
Coloured = Static Colour
And the TileMagic is simply just using Black for "background" instead of Transparency?
(Yes, I'm Canadian, deal with the U's)

Pretty sneaky. Good job with it.
I wonder if I should use it for my next Lazy Newb pack (If you'd let me). I almost want an easy way to have multiple tile/graphic sets, and the ability to have a batch file or something that installs/overwrites the right files. I don't know my batch well enough though, and this could easily cause problems. Especially when updating saves a bunch of times with different sets/raws. Still would be nice to be able to do. [/tangent]
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Arucard on June 17, 2010, 04:03:41 am
Delete graphics_example from the save
Funny enough, that didn't fix anything but it did lead me to the reason behind the missing gobs, so thanks. I'll just have to deal with a toddler giving the others orders.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Ironhand on June 17, 2010, 05:14:27 am
Tile Magic is pretty straightforward once you get the hang of it.
Anything that's not black changes its color based on what's applied to it.
So white becomes that color, grey becomes a darker version of that color,
and other colors get multiplied into that color to form a much darker one.

Black pixels will always be black.

A transparency on any one pixel allows for the background color to peek through.
So if I have a pixel which is yellow and 50% transparent, it will be come a composite
of yellow AND the foreground color AND the background color. This allows me to do
cool stuff like antialiasing the edges between my foreground/background colors,
and shading the background color (with semitransparent black pixels).

I would be honored if you'd use my graphics set for your newb pack.
Just so long as you give me credit somewhere. But yeah, that's great.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Sean Mirrsen on June 17, 2010, 05:42:49 am
I must say I like the new tiles you've made here. Almost makes me want to switch from ASCII. Almost.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Aklyon on June 17, 2010, 06:57:56 am
(Yes, I'm Canadian, deal with the U's)
I thought colour and such were british,not canadian...
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Ratbert_CP on June 17, 2010, 08:39:52 am
(Yes, I'm Canadian, deal with the U's)
I thought colour and such were british,not canadian...
Unlike the rest of the former Empire, the Canuks still long for the comforting reach of the monarchy to keep them warm at night.  Well, except for the Quebecois, who I personally rank somewhere below elves, but higher than shock (i.e., extremist) talk radio hosts.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Prastary on June 17, 2010, 11:32:00 am
When oh when will be the next update? I'm addicted to them
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Ironhand on June 17, 2010, 12:25:00 pm
It'll be sometime this weekend.

Maybe tomorrow, actually. We'll see.

You'll get a brightened color palette,
the new water/sand/snow/magma tiles,
fixed stone tiles, and brand new ore tiles.
Which I have yet to make.
But they'll be cool.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Canek on June 17, 2010, 05:32:37 pm
I finally registered to these forums after a month worth of play, just to say:

Damn thank you!

When in ASCII, it felt, well... ASCII.

Then I discovered graphic sets and it was like moving to 8-bit.

And then, today... I moved to Ironhand and it feels like 16-bit.

Thanks!
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Ironhand on June 17, 2010, 06:52:29 pm
I'm glad you like it!

Hopefully you'll like 0.32 even better.
I'll have it up tomorrow sometime.
Keep an eye out for it.
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: baalak on June 17, 2010, 10:40:25 pm
I, for one, an looking forward to your next update, Ironhand. I spent the evening reading through all 50 pages of this thread, and I'm even more impressed now than when I commented in your other thread. You are quite skilled, and I hope you never run out of encouragement from your adoring fans, because I'd hate to lose an artist like you. I don't have many suggestions which weren't mentioned many pages ago by others who know more about these things than I do, but I'll see if I can't do my best to help.

If it becomes possible, I would be downright giddy if you could implement differing sprites for the two sexes. Seeing female dwarves with beards fills me with icky shudders.

It was mentioned before, but I would like to suggest again the possibility of turning undead sprites backwards, to readily distinguish between them and the living. I dunno if it's necessary since you greened up the zombies, but it seems yet another easy way to distinguish between them, especially for the colorblind like my flatmate.

I didn't have an issue telling the water and sand apart, and the water was more than bright enough on my monitor, but brightening it up won't be much of an issue for me. I'm merely worried about having a way to discern the depth of water without using a command. I had been hoping you would implement a number over the tile to indicate its depth, even if it was fading into the background and I had to look carefully. I always liked that idea from other tilesets. Without videos it's hard to tell, so I'll just ask: is it easy to tell the direction of water flow with your graphics?

What are the 'n's in the world map? Hills? Is there a way to replace them with a better sprite? Having letters on the map at this point looks out of place with your awesome graphics.

I'm very pleased that you chose to make a square graphics set, and kindly chose ti fit it exactly to my monitor's resolution. That was very thoughtful of you. Thanks again for all your hard work. You have something to be proud of here, and I hope to see it adopted by more of the community.

- Baalak called Hopeful.

EDIT: I gotta say, I'm glad you have your project marked in your sig, or I don't know if I would have found it. Thanks for posting on the 18th page of the Facepalm Moments thread so I could find you, hehe.
Title: Re: Ironhand's Graphics Set (0.32!!!)
Post by: Ironhand on June 18, 2010, 07:50:30 am
Wow, thanks!

Honestly, your support is what's keeping me around.

Anyway, check it out! 0.32! (http://dffd.wimbli.com/file.php?id=2511)

(http://i50.tinypic.com/14vi51f.png)

New, brightened color scheme!
The new water/fluid tile! Also brighter.

New loose stone tile (including tile magic background).
Using old loose stone tile (plus tile magic background) for loose ore.

Zombie and skeleton critters have been flipped horizontally.

(also, 50 pages! Woop~)
Title: Re: Ironhand's Graphics Set (working on new fluids!)
Post by: Ironhand on June 18, 2010, 07:58:15 am
If it becomes possible, I would be downright giddy if you could implement differing sprites for the two sexes.

I know, right? I'm really excited about that prospect as well. It is definitely up there on my list.


It was mentioned before, but I would like to suggest again the possibility of turning undead sprites backwards...

Done!


I'm merely worried about having a way to discern the depth of water without using a command.

That's actually set in your .init file. I like to see the water unobstructed by numbers, but if you want numbers to show up instead,
there's a setting in the init file that'll get that done for you.



What are the 'n's in the world map? Hills? Is there a way to replace them with a better sprite?

Yeah, that's been bothering me, too. I tried a little while ago to put my ground tile behind all the text, which would be kinda cool, I think. But I can't put it behind the empty spaces around the text (because they're set to color:0:0:0, which just blacks out everything)... So short answer: not really. And if I did, that character would be used for n's in text as well.


I'm very pleased that you chose to make a square graphics set, and kindly chose ti fit it exactly to my monitor's resolution. That was very thoughtful of you. Thanks again for all your hard work. You have something to be proud of here, and I hope to see it adopted by more of the community.

Thanks! That makes my day.


Everybody enjoy the new version!
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Maldevious on June 18, 2010, 08:10:52 am
Looks great! Very vibrant, and I really like the look of the new loose stone tile.

In celebration, here is my hospital and jail. The dwarf on the bed was recently horribly wounded by the nice looking new goblins. Man, are they tough in this version or what?

Spoiler: Picture (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Ironhand on June 18, 2010, 08:14:24 am
Nice!

I assume he has a cat.  = P

Also, I intend to fix those black squares around buckets and chains for version 0.33.

Also also, I'm eventually gonna make a new chair tile and a new clothing tile.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Maldevious on June 18, 2010, 08:20:05 am
Yes, he's got the only cat in the fortress, who apparently finds it necessary to shower his owner with vermin remains.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Need_More_War! on June 18, 2010, 08:22:19 am
This set is looking great and I always look forward to seeing new updates to it, Thanks for all your work Ironhand.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Aklyon on June 18, 2010, 08:52:41 am
Grreat job, dude.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Prastary on June 18, 2010, 10:05:42 am
A blessing! A blessing from the Lord!

...but I liked old, darker colors.txt more, so I changed it for earlier version. Now I must only find a way to change the brightness of water tiles in ironhand.png, because the snow is now dark gray and there is little difference in brightness between both water tiles. I also liked old loose stone more, it was more "realistic", I only made it always more transparent to make it less visible, so I will change it also for earlier version and the loose ore for "*".

Spoiler (click to show/hide)

Now please continue great knight your quest for the graphic grail!
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: taoofjord on June 18, 2010, 10:24:46 am
I apologize, as this is surely common knowledge on this forum, but I'm not much of a programmer (the most I've done is fiddled with config files to change resolution or turn on vsync in my time with pc gaming) and I would really appreciate instructions on how to get Ironhand running on my Mac.

I read a post that said I just needed to replace the .exe with the Mac version's executable but that didn't work. As I understand it, the Ironhand creator is intending on releasing a Mac version of DF with Ironhand already on it but until that happens can someone tell me how to get this running the hacker way?

Thanks!
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: gtmattz on June 18, 2010, 11:25:08 am
Coming along nicely.  Keep it up!
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Prastary on June 18, 2010, 01:02:19 pm
One question - what meaning has the transparency in water tiles? Am I loosing something when I use non-transparent tiles here? (I converted your new water tiles to change their brightness, but they lost transparency)
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Ironhand on June 18, 2010, 01:38:13 pm
Uh... yeah, transparency shouldn't actually do anything with those.
You can just slap them on black and they'll work exactly the same way.

@taoofjord: Here's what you're gonna do:
Download a Mac version of DF 0.31.06 from Bay12games.com/dwarves. Download Ironhand Graphics version 0.32 from the DFFD.
Copy the whole raw folder and the whole data/init folder from Ironhand and replace the corresponding files in the Mac version.
Then copy the file ironhand.png from data/art into data/art of the Mac version.

That should do it!
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Cheddarius on June 18, 2010, 01:41:13 pm
Hey. I tried to put a save file from a raw 0.31.06 game into an Ironhand game, and it didn't work. It said "Missing material template: STONE_TEMPLATE". How do I fix this?
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: LucasUP on June 18, 2010, 01:51:57 pm
Uh... Is this how alunite is supposed to look?
Also that chicken leg is a lungfish

Spoiler (click to show/hide)
Nevermind, I forgot I was using a previously genned world and needed to update its raws  :P

I think a personal preference problem I have, is that I don't like the "noisyness" of all the tiles. I understand its a stylistic choice though.

Hey. I tried to put a save file from a raw 0.31.06 game into an Ironhand game, and it didn't work. It said "Missing material template: STONE_TEMPLATE". How do I fix this?
Since I just did it, Cheddarius, here is how to update your raws:
Assuming there is no mods you want to keep from your old game:
Go into your Ironhand folder (assuming you have a clean version of it, just download a new copy if you dont) and copy its "raw" folder. Go into your save file, and delete the "raw" folder, and then paste the Ironhand raw back into your save file.

Otherwise you can try to manualy find the missing file and copy that single one over (not sure which one. "material_template_default.txt" maybe?)
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Aklyon on June 18, 2010, 03:18:53 pm
The FPS counter is the same blindingly bright blue as microcline in .32. It is quite hard to read the white text.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Ironhand on June 18, 2010, 03:38:39 pm
EEeyeah, sorry. That's just me trying to brighten up brooks, I guess.
I'll scale it back a bit in the next version. Thanks for letting me know.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Cheddarius on June 18, 2010, 03:54:21 pm
It worked! Thanks a ton, Lucas!
Title: Re: Ironhand's Graphics Set (0.32!!!)
Post by: Jiri Petru on June 18, 2010, 05:00:40 pm
Ironhand, I'm not actually using your tileset because I don't have the resolution for it, but I'm your fan and like looking at it so I hope you won't mind a bit of criticism  ;)

Walls are still too hard to tell apart from floors. The grey stones on other screenshots look acceptable but the yellow stone here is very confusing. I don't think I'm sight impaired but I really have trouble seeing the floor there:

(http://i50.tinypic.com/14vi51f.png)

In comparison, look at generic tilesets handle yellow stones:
(http://sklad.obrazku.cz/obr422413_contrast.png)

If I'm not mistaken, the thing you've done is you made the colors brighter and perhaps increased the saturation of walls. But you need to increase contrast instead or, in other words, use more white on the walls. If you look at the vanilla game, it has black backgrounds for all floors, white backgrounds for all walls which make is easy to distinguish. By using black background for both, you are lowering the contrast and the distinguishing job has to be done by the tiles thelselves. And with your tendency to blend tiles, it's hard. It works for some (the grey ones above) but doesn't work for others.

I'd suggest using more transparency (perhaps even 100% in some placer) on the wall tiles to allow more of the white background to show. What if you deleted the white pixels you already have on the tiles? By painting white on the tileset, you make them colourable, by leaving them transparent, you'd leave them white.

But that's just my two cents, perhaps it goes against what you and the people who actually use this like. Feel free to ignore me and keep up the good work  ;)

Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Aklyon on June 18, 2010, 05:21:03 pm
Ironhand, here's a worldgen pic if you still need pictures:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Ironhand on June 18, 2010, 05:59:48 pm
Oooh, pretty. Thanks. Really makes me want to play with those map trees, though...

@Jiri: Alright, cool. I will definitely try to address that before the next release.
Also, you don't actually need 1440 pixels to use my tileset, now that it's SDL.
If you fullscreen the game, it'll shrink the tiles just a tiny bit so that they fit.

So jump on the bandwagon if you want. = P
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Aeg1s on June 18, 2010, 06:06:10 pm
Hey Ironhand, I just downloaded your tileset and noticed that llamas were added to the domestic creatures file and it looks like some additional food names were added as well; not sure if this was intentional or more likely just leftover from some mod/modding but I wasn't expecting it when downloading a tileset.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: LucasUP on June 18, 2010, 06:10:45 pm
@Jiri: Yeah, I agree with you. Walls definitely could have more contrast. It's not just you.
@Cheddarius: no problem, glad it worked.  :)
@Aeg1s: Didn't know about the food, but yeah, llamas are Ironhands thing. Personal touch?
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: afoninv on June 18, 2010, 06:26:22 pm
I look at the screenshot in OP... and this is good indeed. Rivers are awesome, soil is very good.
However, to me conifer forest (tree) icon seems a little indistinguishable from leaf forest, so conifers are practically lost among leaf forest masses - triangular spots of green among circular spots of the same green.
It seems to me that fir tree icon can be made something different, like maybe a tad darker and with branches/branch layers more separated from each other. Just a suggestion though =)
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Ironhand on June 18, 2010, 06:28:17 pm
Yeah, I've got a thing for llamas.

The food thing wasn't intentional, as you surmised,
but I'll probably leave them in unless people complain about it.

Because who doesn't want llama stew, or llama pies? I want a llama pie.

And yeah, new forest and tree tiles are on the list. But it's a pretty long list.
Title: Re: Ironhand's Graphics Set (0.32!!!)
Post by: Prastary on June 19, 2010, 02:45:06 am
Ironhand, I'm not actually using your tileset because I don't have the resolution for it

I'm using it with 1280x1024, and it looks ok. Not so sharp and great like in default resolution, but ok.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Hippoman on June 19, 2010, 02:46:47 am
It's always too dark.
Always.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Maldevious on June 19, 2010, 12:21:05 pm
Any chance of getting an interim release with 31.07? The hospitals seem a lot better in the new version...
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Hippoman on June 19, 2010, 02:31:47 pm
Not enjoying these new graphics at all. The water I mean.
I'll get pictures in a second. It's dark and grey.

Use these pictures however you want.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: baalak on June 19, 2010, 02:58:37 pm
Looks great to me. What's the problem?

Maybe your monitor is too dark.

- Baalak called Good Intentioned.

EDIT: So, how do I install again? The updates and bugfixes in .07 have inspired me to I got a new copy of DF, the SDL version. I unpacked it to a folder on my desktop, then I opened your rar and copied it over all the files in the Df folder. Is that all I need to do?
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Aklyon on June 19, 2010, 03:52:45 pm
Looks great to me. What's the problem?

Maybe your monitor is too dark.

- Baalak called Good Intentioned.

EDIT: So, how do I install again? The updates and bugfixes in .07 have inspired me to I got a new copy of DF, the SDK version. I unpacked it to a folder on my desktop, then I opened your rar and copied it over all the files in the Df folder. Is that all I need to do?
no, that just replaces .07 with .06 w/Ironhand graphics.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: baalak on June 19, 2010, 04:01:32 pm
Oh.

...Damn.

Ok, I looked for a readme, to explain installation, but didn't see one. I checked the first post and didn't find instructions. I'm beginning to feel like an idiot. I don't want to be That Guy and not know how to do this, but I'm running out of options which aren't read the entire thread again to find the instructions. So, instead of asking how, I'll ask where I can find the instructions so I can do it myself.

- Baalak called Ashamed.

EDIT: does this mean that wor workd I just generated was a .06 world, and won't work with .07? I'll need to regen a world, won't I? Damn, I liked the world I got.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Ironhand on June 19, 2010, 04:10:05 pm
Sorry. Yeah, I didn't do a very good job of giving updating instructions.

The files you need from my set are the whole raw folder, and the data/init folder, and ironhand.png from data/art.



And guess what's in 0.31.07? Pillar tile designation in the init!
So I can make Os look like Os and pillars look like pillars!!!
I am so excited, you guys have no idea.

There's not gonna be a new Ironhand release until maybe late this week...
But when it happens, it's gonna be Ironhand 0.40.
And it's gonna a dozen different kinds of awesome.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: baalak on June 19, 2010, 04:17:59 pm
I can't wait to see it! If only Toady would do what he did for pillars for punctuation/ground tiles, then the text would be even prettier. Thanks for the instructions, Ironhand. I feel like a fool for needing them. I'm not sure if I did as you commanded, or copied the whole folder, DF and all. Is there a way to check the version of the exe? I don't want to lose The Cyclopean Plains if I can avoid it.

- Baalak called Looking Forward to .40!
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Ironhand on June 19, 2010, 04:31:41 pm
You want the new .exe.

Open it up, and it should have a version number on the title page.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: baalak on June 19, 2010, 04:34:20 pm
I. Am. Blind! I didn't notice that right in front of me! Damn, 06. Oh well, I'll make a NEW world, and it'll be even BETTER!

Goodbye, The Bearded Land, even though you had no Dwarven Civs on you, I will miss you.

Thanks, Ironhand. Can't believe I missed that.

- Baalak called Resigned.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: Aklyon on June 19, 2010, 04:36:09 pm
I kinda liked the fancy O's. but its cool anyway, now theres one less weird character in the text!

The Bearded Land, even though you had no Dwarven Civs on you, I will miss you.
I know DF makes random names, but a place called The Bearded Land not having any dwarves makes no sense!
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: baalak on June 19, 2010, 04:44:42 pm
I know DF makes random names, but a place called The Bearded Land not having any dwarves makes no sense!
My thoughts exactly!

- Baalak called Amused.
Title: Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
Post by: WormSlayer on June 19, 2010, 05:03:59 pm
I'm something of a DF noob so I've been trying out various tile sets and I really like yours, looking forward to 0.40! :)

One thing though; Miners show up as Minors - Children that is.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 19, 2010, 07:15:47 pm
Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: baalak on June 19, 2010, 07:49:26 pm
When I reinstalled .07, I copied the folders you suggested into the DF folder. However, when I try to run the game, it says there's a missing/corrupt index file. I tried to manually move that file again, but that didn't change the situation.

.32 worked with .06, but won't with .07. Very strange.

Hope you have fun playing this weekend, and get inspired to do something new and awesome with the tileset.

- Baalak called Patient.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 19, 2010, 08:17:35 pm
I just did a fresh install of DF, and your tileset then generated a new world and embarked, here is my initial group of dwarves.

(http://i.imgur.com/U2cpp.jpg)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 19, 2010, 08:56:12 pm
I'm something of a DF noob so I've been trying out various tile sets and I really like yours, looking forward to 0.40! :)

One thing though; Miners show up as Minors - Children that is.

Ironhand has yet to listen to my previous posts.

DELETE GRAPHICS_EXAMPLE.

Fixed.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 19, 2010, 09:23:19 pm
Ah thanks Hippoman that worked :)

I also notice Carp look like chicken drumsticks, is there a fix for that too?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 19, 2010, 09:40:26 pm
I believe that's a .07 problem. Or something I forget. check back a bit, someone saw that too.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Aklyon on June 19, 2010, 09:46:11 pm
I also notice Carp look like chicken drumsticks, is there a fix for that too?
They've learned to disguise themselves to make up for the weakening! run away!
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hummingbird on June 19, 2010, 09:51:57 pm
Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: rgon842 on June 19, 2010, 09:53:00 pm
Great work on the tileset, Ironhand! Can't wait for 0.40 to be finished.

I'm liking that color scheme you suggested; makes it easy on the eyes, especially when binging with DF for a bunch of hours. The original color scheme has a 'old VGA terminal' feel to it, and after a while, it makes my eyes hurt.

Ah thanks Hippoman that worked :)

I also notice Carp look like chicken drumsticks, is there a fix for that too?

This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 19, 2010, 09:59:13 pm
This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.

Sorry I'm a noob, I dont quite get what you mean...

Edit: Also, is it possible to make mist/miasma/etc. transparent?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 19, 2010, 11:26:09 pm
Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Aklyon on June 19, 2010, 11:34:21 pm
Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.
Isn't that what i suggested before?

Ironhand, would you mind having a download version thats just the graphics folders and the llamas? that would make it simpler to update for the people who don't want the whole prepackaged thing (or the people like me who keep accidentally overwriting their mini-mods with your package and have to re-copy them)
@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.

My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: rgon842 on June 20, 2010, 12:03:44 am
This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.

Sorry I'm a noob, I dont quite get what you mean...

Edit: Also, is it possible to make mist/miasma/etc. transparent?

Here's a step-by-step procedure:

1. Go to the data folder thats in your DF installation.

2. Go to the art folder.

3. Double-click on ironhand.png file to open it in an image-viewing progam (usually Windows Picture Viewer).

4. The picture shows the tileset made by Ironhand. Count the number of tiles, starting from the upper-left corner and going right, beggining with the number 0. The last tile on the right should be #15. Look for the tile you would like to use for fish, and then proceed to count towards it using this.

5. When you get to the tile you want, note down the number you counted to in paper, or in notepad.

6. Go to the raw folder in your DF installation.

7. Go to the objects folder.

8. Open the creature_large_riverlake.txt file.

9. Search for the [FISH_CARP]. Once you've found it, look for the tag "[CREATURE_TILE]". This tag should have a number next to it.

10. Erase that number, and write in the number you noted down from counting on the picture file.

11. Save the file and quit.

12. Fire up DF, go to the arena, and spawn a carp in the water.



If you see the carp look like the tile you wanted, congrats! A modder is you!

If it did not work, go through each step again, and check the number that you counted to make sure its the right one.


P.S. For the lazy ones and the TL;DR crowd, the tile number for the fish-looking graphic in ironhand.png is 172.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hummingbird on June 20, 2010, 12:11:39 am
Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.
Isn't that what i suggested before?

Ironhand, would you mind having a download version thats just the graphics folders and the llamas? that would make it simpler to update for the people who don't want the whole prepackaged thing (or the people like me who keep accidentally overwriting their mini-mods with your package and have to re-copy them)
@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.

My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?

Yeah, but I thought it bore repeating.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Prastary on June 20, 2010, 03:52:41 am
spoiler=0.40 Colors

Some of the new colors look fluorescent
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 20, 2010, 06:45:20 am
I'm something of a DF noob so I've been trying out various tile sets and I really like yours, looking forward to 0.40! :)

One thing though; Miners show up as Minors - Children that is.

Ironhand has yet to listen to my previous posts.

DELETE GRAPHICS_EXAMPLE.

Fixed.

graphics_example is already deleted from my version.
If you merge the folders, it sticks around.
If you delete the old folder and then add mine, it's not a problem.


That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.

Thanks.
I'm not quite done with the fluid tile for the new version yet.
But yeah, it's gonna be a little brighter.
And the blues in the color scheme are brighter as well.

I've gotten enough requests for it now that I'll probably go ahead and
put out a smaller package with the next release, with just the raw folder
and some data/init files and the ironhand.png tileset.
I'll still upload the full version as well.

@Prastary:
I think the word you're looking for is pastel.
Anyway, is that a bad thing? Or just a comment?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Prastary on June 20, 2010, 07:20:37 am
I think the word you're looking for is pastel.
Anyway, is that a bad thing? Or just a comment?

Some of them are just like neon glowing in the dark. I like more toned-down colors, but of course it is a matter of taste, and I can always change it for earlier version. Waiting impatiently for next update!
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Nabobalis on June 20, 2010, 08:49:28 am
Odd question for you, what is missing from this graphics set?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 20, 2010, 09:58:36 am
If you see the carp look like the tile you wanted, congrats! A modder is you!
Yay me, Carp and a couple of other fish no longer look like drumsticks :)

Edit: Where do I change the icon used for the Fishery? Thats a drumstick too...
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 20, 2010, 11:57:27 am
That one you can't change. Sorry.

As for what's missing, well, that depends on your definition of "missing".

As far as I'm aware, everything has a graphic sprite assigned to it.
But the majority of those are the art of other people (Sphr, Bane...)
Eventually, I'm gonna make my own sprites for everything.

But everything is filled in, at least.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: baalak on June 20, 2010, 12:31:00 pm
I tried to reinstall the game again, but this time I left out the data and raw folders and copied yours so I wouldn't have to overwrite anything. I'm still getting the missing/corrupt index file error. I'm thinking it's corrupt, because the file is there, I can see it and click on it.

Is anyone else getting this error? I'm trying to run the 36.07 SDL version. Should I have downloaded the non SDL copy? Um...

I just checked the main page, and 36.08 is out, so I'll try that. Maybe this was Toady's issue and not yours, Ironhand... Hmm, no, still missing or corrupt. Dammit. I don't know what to do now.

- Baalak called Frustrated.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Prastary on June 20, 2010, 01:40:07 pm
Is anyone else getting this error? I'm trying to run the 36.07 SDL version. Should I have downloaded the non SDL copy? Um...

I just checked the main page, and 36.08 is out, so I'll try that. Maybe this was Toady's issue and not yours, Ironhand... Hmm, no, still missing or corrupt. Dammit. I don't know what to do now.
The 0.32 may not work with other version than 36.06 - in 36.07 & 08 there may be changed raws, so we must wait for Ironhand to make a compatible version.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 20, 2010, 01:43:27 pm
I'm playing it with 0.31.07, actually...
So I don't know why you're having trouble.

Hang in there a couple days,
and later this week I'll release 0.40.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Deon on June 20, 2010, 04:10:37 pm
No, the last versions of DF do not change any raws. I had no problems adapting it to Genesis 2.8 which is based on 0.31.08.

Btw, awesome work, Ironhand. My main problem with your tileset was that it was hard to distinguish walls, sand and ground, and now with the new sand tile and re-adjusted colors it looks good.

P.S. I will still complain a bit, sorry :). The ice now looks "tiled", could you make it "smooth" again? It's the tile # 162 I think.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: baalak on June 20, 2010, 04:25:09 pm
So then why, I wonder, is the index file missing/corrupt?

I'll wait for .40. I wanted for 2010, I waited for 32.07, and I can wait a bit longer for a working version. No worries.

- Baalak called Corrupted.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 20, 2010, 06:43:58 pm
So then why, I wonder, is the index file missing/corrupt?

I'll wait for .40. I wanted for 2010, I waited for 32.07, and I can wait a bit longer for a working version. No worries.

- Baalak called Corrupted.

I had that happen alot.
The problem is, you have to first put down a vanilla .08 then put in graphics.
Not put in .32 then put in .08.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: baalak on June 20, 2010, 06:49:51 pm
That's what I did.

I took the folder I had been using and dumped its' contents into the recycling bin. Then I opened up the 36.08 rar and copied everything (save the Data and Raws folders) into the folder. Then I copied the Data and Raws folders from Ironhand's rar. Corrupt index.

Just now, I deleted everything and copied ALL of the .08 files into my folder. Then I overwrote the Data and Raws folders with Ironhand's. Still corrupt index.

I don't have a clue what's wrong. It worked with .06 just fine.

- Baalak called Stumped.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 20, 2010, 07:04:26 pm
well that was a bad idea.
You do everything up to the point of data and raw placing.
IN ironhand take out the folder called graphics.
Take out the the item called ironhand.png in data/art
place them in corresponding places.
DELETE the graphics folder in .08
Title: Re: Ironhand's Graphics Set
Post by: s20dan on June 20, 2010, 09:32:18 pm
.......
I'm thinking I might work on the 24x24 tiles in conjunction with my new 18x18 ones.
Maybe someday I'll get a 1920-pixel monitor, or maybe somebody rich would like my set.
The 32 pixel thing is totally out of the question now.


 Hi I was wondering if you are still working on the 24x24 tileset, I use a 2560-pixel monitor and would love to get my hands on them ;)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: baalak on June 20, 2010, 10:17:44 pm
I don't recall hearing anything about it recently, I'm afraid. It's likely fallen by the wayside, as he couldn't test it, what with it not fitting on his monitor.

- Baalak called Guessing.
Title: Re: Ironhand's Graphics Set
Post by: AtomicPaperclip on June 21, 2010, 02:18:47 am
I wish there were a way to switch graphics sets when you scroll...
[offtopic]
That would be AWESOME
[/offtopic]
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 05:49:57 am
Yes, it would.

But yeah, that's all been pretty much scrapped.

If it does ever happen, it'll be a second project.
I'm gonna finish this one before I start any of that.

Oh, and thanks for taking care of people for me, Hippoman.

Today I have to get a whole lot of real work done.
But maybe tomorrow, or if not than definitely Wednesday.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 09:27:51 am
Screenshot of the Day:

Spoiler: There's so much magic! (click to show/hide)

There's tile magic backgrounds on EVERYTHING now,
including dwarves, humanoids and critters!
The graphics backgrounds aren't actually tilemagic,
but rather they're set to be brownish grey.
Still, I think it looks pretty sweet.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Prastary on June 21, 2010, 10:05:05 am
Still, I think it looks pretty sweet.

Oh yes it is! Btw. do you plan to still work on the wall graphics, or are they final versions?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 21, 2010, 11:44:08 am
Looking really nice :)

Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 12:13:45 pm
Nah, I keep telling myself I'm gonna make new walls.
It'll happen eventually.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Aklyon on June 21, 2010, 12:53:36 pm
sweet indeed. the walls look like one big graphic until you get reminded they're tiles when you bump into a different wall type.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 01:51:45 pm
Thus is the magic of tiling.

Speaking of magic...
(http://i45.tinypic.com/11rdfti.png)

Yay.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Cheddarius on June 21, 2010, 01:54:23 pm
What's it sell for?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Turambar on June 21, 2010, 02:29:21 pm
(http://i45.tinypic.com/65n0uw.jpg)

Why do all my miners look like minors?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: jvempire on June 21, 2010, 02:33:53 pm
Why do all my miners look like minors?
Delete GRAPHICS_EXAMPLE.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 21, 2010, 03:28:13 pm
Ironhand really should remove that file from the archive :P

I have a request: New Chairs, Tables and Beds? :)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: s20dan on June 21, 2010, 03:38:02 pm
I don't recall hearing anything about it recently, I'm afraid. It's likely fallen by the wayside, as he couldn't test it, what with it not fitting on his monitor.

- Baalak called Guessing.

 Ok, thanks for letting me know all the same.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 03:43:50 pm
That file is already removed from my archive.

The reason people are getting it back is that they're merging the folders instead of replacing it.
Since I don't have a graphics_example file in mine, it just keeps the one they already have.

If you DELETE the raw folder and REPLACE it with mine, you shouldn't have any of those problems.

I kinda like my table... but I am going to do chairs and beds, yeah.

And... unicorn soap goes for like like 60☼.
Which is pretty weak. I'm sure it's, like, glittery and everything.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: baalak on June 21, 2010, 03:45:49 pm
I'm sure it's, like, glittery and everything.
Well there's yer problem! What self respecting Dwarf wants to be all glittery when they wash their hands?

- Baalak called Glitterloathe.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 21, 2010, 03:51:50 pm
My bad, maybe put a note by the download link to avoid anyone else making the same mistake?

I dont dislike the table, it's just that all the other furniture is drawn side-on rather than from above, its a constancy thing :)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 04:47:59 pm
Well... maybe I'll redraw the other furniture. = P
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: LucasUP on June 21, 2010, 05:02:49 pm
I like the tables too! Yeah if anything redraw the chair.
Anticipating 0.4!
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: izzyryu on June 21, 2010, 06:01:57 pm
I hope you don't mind, but I had an idea for a woodburner dwarf:

(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/woodburner.png)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 21, 2010, 06:05:24 pm
Quote
I hope you don't mind, but I had an idea for a woodburner dwarf:


Epic
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 21, 2010, 06:20:04 pm
I would enjoy it if Metalsmiths and Military had much more distinctive features.
I can never tell metalsmiths apart and Military look sthe same too.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 06:23:38 pm
Metalsmiths aren't any different yet; they're all exactly the same.
Same for all craftsdwarves, and a lot of other professions as well.

I love the torch, izzyryu. I'll totally do that for the woodburner.
I'm gonna make mine with transparencies, though. = P
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Deon on June 21, 2010, 07:52:32 pm
Will this work as a furnace operator?

(http://i49.tinypic.com/10igd37.png)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Jiri Petru on June 21, 2010, 07:56:16 pm
That file is already removed from my archive.

The reason people are getting it back is that they're merging the folders instead of replacing it.
Since I don't have a graphics_example file in mine, it just keeps the one they already have.

If you DELETE the raw folder and REPLACE it with mine, you shouldn't have any of those problems.

Include an empty example.txt in your pack  ;)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Ironhand on June 21, 2010, 08:00:05 pm
Yeah, I think I will.

And thanks, Deon! He is awesome!
Leave some spriting for me to do.  = P
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 21, 2010, 08:00:41 pm
Will this work as a furnace operator?

(http://i49.tinypic.com/10igd37.png)

Haha I'd like it better if it was a full helm instead of just goggles.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 21, 2010, 08:16:51 pm
Cool furnace operator!

Not sure if there are enough pixels to make it distinguishable, but I really think the miner should be wearing a helmet!
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Deon on June 21, 2010, 08:22:05 pm
Will this work as a furnace operator?

(http://i49.tinypic.com/10igd37.png)

Haha I'd like it better if it was a full helm instead of just goggles.
It's supposed to be a protective mask. I don't think they would wear full helmets for simple furnace operating though.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 21, 2010, 08:47:36 pm
Well it still looks weird and I think a full mask makes perfect sense when working with MAGMA.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: WormSlayer on June 21, 2010, 09:04:43 pm
On the subject of furniture; separate tiles for chairs and thrones would be very cool - if thats possible?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Cheddarius on June 21, 2010, 09:05:48 pm
Full face masks are quite rare. You don't care about your face so much. The eyes are what you want, so you wear goggles to protect them. If you're wearing a full face mask, you're probably wearing a full body suit or something because you're working with Ebola or whatnot.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 21, 2010, 09:09:54 pm
Quote
Full face masks are quite rare. You don't care about your face so much. The eyes are what you want, so you wear goggles to protect them. If you're wearing a full face mask, you're probably wearing a full body suit or something because you're working with Ebola or whatnot.


Agreed, Dwarfs are hardy anyways they don't need most of their face. As long as they have their eyes and beards there good to go.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 21, 2010, 09:10:11 pm
I would walk around in public with one on if I had a full face welders mask.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Cheddarius on June 21, 2010, 09:16:38 pm
You're not a dwarf.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 21, 2010, 09:18:16 pm
Exactly. I'd be a man with a welders mask on.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Cheddarius on June 21, 2010, 09:20:38 pm
....what's your point?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 21, 2010, 09:24:11 pm
He needs the mask to compensate for something he lacks in size...

(Strokes fully grown beard)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Cheddarius on June 21, 2010, 09:43:12 pm
Do you mean your fully grown beard, or your... *cough* fully grown "beard" *cough*?
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 21, 2010, 09:52:15 pm
Quote
Do you mean your fully grown beard, or your... *cough* fully grown "beard" *cough*?

Lets just say certain woman like my BEARD shaved.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Hippoman on June 22, 2010, 01:14:15 am
....what's your point?

I don't understand your point at all.
I'm not a dwarf? I don't get it.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Vince on June 22, 2010, 04:52:17 am
I hope you don't mind, but I had an idea for a woodburner dwarf:

(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/woodburner.png)

I fixed it for you.
(http://img31.imageshack.us/img31/4128/downwiththenobles.png)
Down with the nobles! ;D
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: afoninv on June 22, 2010, 05:05:43 am
I hope you don't mind, but I had an idea for a woodburner dwarf:

(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/woodburner.png)

I fixed it for you.
(http://img31.imageshack.us/img31/4128/downwiththenobles.png)
Down with the nobles! ;D

(http://img.pixs.ru/storage/2/3/5/downwithth_2392007_763235.png)

Urist McWoodburner has gone berserk!
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Kazang on June 22, 2010, 06:01:04 am
I vote for full face mask on the smelters.  A dwarf would want beard protection.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 22, 2010, 09:18:03 am
As much as Dwarfs need beard protection I think the mask looks alot better how it is, it starts to look like a steel helmet when its full and then you end up sending him out on goblin sieges and your left with no charcoal being made.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Deon on June 22, 2010, 09:23:12 am
Yeah, that's my point. With full helms they would look like military.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Robsoie on June 22, 2010, 10:15:47 am
That sprite drawing is fun.

using one of the dwarves from the tileset as a basis, i built a wrestler with some inspiration from the eighties ;) .

(http://img155.imageshack.us/img155/6408/hulk.png)




Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 22, 2010, 10:44:15 am
Lol, Having 50 Hulk Hogan Dwarves running at an army of goblins would be rather fun to see.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Wavecutter on June 22, 2010, 10:48:02 am
Hulkamania! You could have different wrestlers for different skill levels! Jimmy Supa Fly Snukka! The Iron Sheik!
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Deon on June 22, 2010, 11:00:33 am
Totally nuts :D.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: wolflance on June 22, 2010, 11:12:48 am
I approve. 8) ;D :D ;)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Robsoie on June 22, 2010, 11:48:36 am
For fun, i tried to build an Andre the Giant and a Macho Man from the same era, but with that much small sprite and my very poor skill at this, it is difficult to make them as recognizable as Hulk.

(http://img443.imageshack.us/img443/1844/andre.png)

(http://img20.imageshack.us/img20/2831/machoy.png)
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 22, 2010, 11:56:35 am
Now these guys would be awsome to see in an arena battle.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Cheddarius on June 22, 2010, 12:17:08 pm
I don't understand your point at all.
I'm not a dwarf? I don't get it.
I said that in almost all professions, goggles prevail over full face masks. This is because eyes are much, much more valuable than faces. Welding is unique because it has sparks flying at you; you have to cover your entire body with either fabric or mask. However, furnace operating is not. In modern times, steel furnace operators operate with a full body silvery heat-resistant suit to protect themselves. In dwarven times, dwarves being reckless and not having the technology to make such suits, they would likely only have goggles and very long sticks.

Then you said that if you had a full face mask, you would walk around with it on. I was confused by this, and did not understand what that had to do with anything. I interpreted this as, "I enjoy walking around with full face masks, so a furnace operator dwarf would walk around with a full face mask for fun". I said that you were not a dwarf; that is, you were unique. The average person does not purchase a welding mask and walk around with it, and there's no reason to think the average dwarf would. Besides, even if that were true, that would mean that random herb gatherers would walk around with full face masks and that's just ridiculous. Nobody would be able to tell them apart.

Anyway the main idea of a set is that you can tell dwarves apart better, and as Deon said, full face masks look too much like military. If you can make one that's distinct yet more attractive than the goggles, well, more power to you.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: baalak on June 22, 2010, 12:49:27 pm
He's unlikely to be mistaken for a military dwarf because he's facing the wrong way. That said, as long as the mask was obviously a welding mask (I.E.: Only covered the face, had a dark rectangular slit where the eyes were, was held in place by a visible band around the back of the head, etc.) I don't think it would be difficult to discern at all.

With the small pixel size, making the masks that obvious may be difficult or impossible, but the idea could work, and I, for one, wouldn't mind seeing dwarves in welding masks. That would be neat.

- Baalak called Concealed.
Title: Re: Ironhand's Graphics Set (0.40 in progress...)
Post by: Alcoholic on June 22, 2010, 01:03:56 pm
But the problem is Dwarfs don't weld.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 22, 2010, 01:50:27 pm
Allow me to nudge you all gently back onto topic:

0.40 (http://dffd.wimbli.com/file.php?id=2511)

Yet another change to the color scheme!
Pastel, brownish colors that blend nicely together.

White/black tile magic backgrounds for almost everything!

Quasi-tile-magic backgrounds on dwarves, critters and humanoids!

New, distinguished pillar tile and capital letter "O".
Names with blocky Os are a thing of the past!

Several small fixes and changes.

Cheers!
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Maldevious on June 22, 2010, 02:06:24 pm
Lookin' good Ironhand. Whatever you did with the colors is very pleasing and easy on the eyes. Keep up the good work!
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Nabobalis on June 22, 2010, 02:51:06 pm
Small question, why does your download contain less .dll files then the normal DF download?
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 22, 2010, 02:59:28 pm
A bunch of those I've found to be... unnecessary? I think.

I may run into problems later when it turns out I need something.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Vince on June 22, 2010, 03:20:36 pm
Very nice!

I only have one request: could you change the font so that it aligns to the bottom?
It looks very bad in my opinion when the letters are all hanging on different heights.
Btw: still no trees with brown trunk
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Aalto on June 22, 2010, 03:40:11 pm
Are trees supposed to be a bright neon green?
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 22, 2010, 04:28:00 pm
Uh... yeah. I guess they sort of are. I haven't done much with trees yet.
And yeah, I haven't gotten to giving them brown trunks yet either.

Maybe I will for the next version...

Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Alcoholic on June 22, 2010, 04:31:48 pm
Yea its not that the trees look bad its just they could mabye be a bit darker and with brown trunks they would be great.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: baalak on June 22, 2010, 04:59:08 pm
Thank you, Ironhand. Your install seems to work just fine, and it's up to date. You rock. Time to play Dwarf Fortress until my eyes bleed.

- Baalak called Overdoing It.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Prastary on June 22, 2010, 05:03:16 pm
Hurray, a new version! Will you add a background also to "*" and gem tiles? (And maybe someone knows - is the "ice" tile hardcoded or is it possible to choose a tile for it in raws? I searched the raws for "ice" but didn't found it)
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: WormSlayer on June 22, 2010, 06:33:44 pm
Sweet! Downloading now :)
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 22, 2010, 07:07:01 pm
I'm pretty sure ice is hard-coded.

There already is a background on gem tiles.
I'll slap one down behind the * for the next version.

I've just bumped all the capital letters up a pixel,
so they're in line with the lower-case ones now.

Baalak, keep your eyes. I need you to keep critiquing me.
Glad you're enjoying it, though.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: baalak on June 22, 2010, 08:11:28 pm
Oh, okay. Moderation it is, then, but only because you asked!

I just saw my first rat, outside my fortress. It looks just like a squirrel. Perhaps you could make the tail a little more flesh-colored? I assumed it was a squirrel until I [k]'d it.

How do I set a manager? I've never done that before.

- Baalak called Picky.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 22, 2010, 08:14:46 pm
It's an appointed noble, just like a bookkeeper or a militia captain.

You can assign any dwarf to be your manager, from the [n]obles screen.
I usually get one lucky dwarf to be a multi-tasking trader/bookkeeper/manager.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Hippoman on June 22, 2010, 08:39:25 pm
Ok so I suck at this really badly. And I use paint, but here's my shot at furnace operator.
I made two. One with welding thing and one without. (I don't care if he doesn't weld, it's defining.)
With: (http://i50.tinypic.com/2rdgaqf.png) I had some trouble making the thingy.

Without: (http://i49.tinypic.com/30k6ety.png) I like this one better.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Cheddarius on June 22, 2010, 08:58:35 pm
I dunno, it seems like there may be some confusion between whether that's a furnace operator, who doesn't weld, or a metalsmith/metalcrafter, who doesn't weld but does something very similar and which is today accomplished with welding.

Graphic is quite nice-looking though.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Hippoman on June 22, 2010, 09:15:56 pm
Thank you.

It could be the metalcrafter. That would be fine, but I just think this should be the basic sprite for all Metal needs. Armorer and such.

Here's it in action.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 23, 2010, 07:03:16 am
You know you're not playing the most recent version, right?
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Xelnag on June 23, 2010, 09:08:24 am
I've been using this pack for a while now, awesome set of graphics, thanks ironhand.

Is there any chance that levers get a text with on/off (maybe even with colors green/red) for simplicity reasons?

Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 23, 2010, 09:25:49 am
I'm glad you like it!

I hadn't really thought of putting text on my levers,
but I haven't made my own lever tile yet.
So maybe I will when I get around to it.
Or I'll try and make it obvious when it's on, somehow...


Anyway, check out the screenshot of the day:
(http://i49.tinypic.com/t06kpx.png)

That's the new magic backgrounds that'll be in 0.41.

Woop~


Oh, and apparently unicorn soap isn't all it's cracked up to be.
Despite a thoroughly glittery lathering, my miner's broken arm still got infected.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Theodolus on June 23, 2010, 12:04:15 pm
Just wanted to chime in with the rest of the crowd... This is five types of win. And I only see it getting better as it matures.

A suggestion for the lever (because it really is irritating when you aren't sure if it's been activated or not), maybe make it so there is a faded cog wheel or some such indicator when the lever is pulled. This can either be made to look like it's part of the lever mechanism, or it can just be superimposed over the top. The On/Off wording would work but it might mess with the consistency of the rest of the tiles.

Disclaimer - I've never actually done any tile modding so I don't know how difficult or possible any suggestions I make might be.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: WormSlayer on June 23, 2010, 12:50:42 pm
I like how Phoebus' levers have red and green colour coding. Adding the words ON and OFF is a bit overkill though.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Hippoman on June 23, 2010, 12:51:14 pm
Lever would be easy to do to see if it's pulled.
Not: Red bob at the end.
Pulled Green bob.

     0 <--Bob
    l
   l
MMMM

Also I thought I might not be, seeing as its all screwy. But I deleted the graphics folder then put in the new one...
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Ironhand on June 23, 2010, 02:14:03 pm
You should copy all my raws (graphics and objects), and also my init folder and ironhand.png from the data/art folder.

I love the ideas for the lever. Maybe I'll fiddle with that later...
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: WormSlayer on June 23, 2010, 05:03:21 pm
Pixel art really isnt my thing, but here is my humble attempt at a lever: (http://i.imgur.com/uqqLl.png) - (http://i.imgur.com/1sZfp.png)

And a barrel:(http://i.imgur.com/PjHQG.png)
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Alcoholic on June 23, 2010, 07:52:16 pm
Pixel art really isnt my thing, but here is my humble attempt at a lever: (http://i.imgur.com/uqqLl.png) - (http://i.imgur.com/1sZfp.png)

And a barrel:(http://i.imgur.com/PjHQG.png)

Love the barrel, Levers are good too.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Hippoman on June 23, 2010, 07:53:21 pm
Of course it needs coloring but it looks nice.
Levers need to be fatter. It's hard to seem them even now.

You should copy all my raws (graphics and objects), and also my init folder and ironhand.png from the data/art folder.

I love the ideas for the lever. Maybe I'll fiddle with that later...
Can't its genesis mod, it'd screw everything up.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: WormSlayer on June 23, 2010, 08:22:05 pm
Levers need to be fatter. It's hard to seem them even now.

Fatter also means more shading: (http://i.imgur.com/YVGxy.png) - (http://i.imgur.com/xv6Iy.png) :)
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Hippoman on June 23, 2010, 08:25:06 pm
Much better! I'd use em.
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: WormSlayer on June 23, 2010, 10:35:50 pm
(http://i.imgur.com/cIsEg.gif)

Feel free to use them if you want :)
Title: Re: Ironhand's Graphics Set (0.40!)
Post by: Wavecutter on June 24, 2010, 07:56:25 am
The lighting on those barrels is eerily real.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Ironhand on June 24, 2010, 08:36:16 am
0.41 is gonna be SWEET! Just so y'all know.

I'm kinda completely reworking everything.
I have a new .psd file and it's way cleaner and neater and everything.
Anyway, the whole thing should look a bit more crisp and sharp than before.

Here's a sneak preview of the new font. It's pretty similar to the old one...
(http://i45.tinypic.com/2nvfeyw.png)

Major differences: it's a tiny bit smaller, and it's all in line,
and there's a shadow under it that shows up when it's on a non-black background.
It looks pretty sharp. I think you guys will like it.

Also, smoother floors and new chairs! They're pretty much just tiny tables,
but I think they look pretty awesome.

(http://i46.tinypic.com/34rixvo.png)

And you can see the new TM(tm) backgrounds behind all those llamas.
And I tossed that furnace operator in there for now, too. Thanks, gents.
I made a wood-burner with a torch, too. He's pretty cool.


Now I'm off to make brand new smoothed walls! They will be epic!
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Nabobalis on June 24, 2010, 08:44:51 am
Looks really good.  :o
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Maldevious on June 24, 2010, 09:22:26 am
Looks great. Any chance traps will get a look at in the near future?
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Ironhand on June 24, 2010, 09:30:17 am
Huh. Well, it wasn't among my most immediate goals,
but if you want me to take a look, I might be able to do that.

Walls first, though.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Mayama on June 24, 2010, 09:41:28 am
Hey what about adding a little shadow under the chair & table?
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Ironhand on June 24, 2010, 09:45:29 am
I can stick one under the chair,
but the table takes up the whole tile...
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Aklyon on June 24, 2010, 10:31:42 am
under the chair would be good, would make it easier to tell between table and chair.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Vince on June 24, 2010, 10:47:30 am
I'm so excited! :D
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: WormSlayer on June 24, 2010, 01:23:13 pm
Mini table chairs beat.. section of wall or whatever the old one was! :)

So I tried actually adding my barrel and levers to the tileset, but the red lever knob comes out really dark in game... Dont really understand why but here is the PNG if anyone wants to use either of them.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Hippoman on June 24, 2010, 01:32:07 pm
HAHAH YES! My Furnace Operators are in something! I give all credit to Deon, who should give credit to who ever made the basic sprite.

I so want those levers.
And that barrel.

Ironhand you must add them into it.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: WormSlayer on June 24, 2010, 01:52:05 pm
I kind of feel like making a bunch of tiles, but I dont want to spam Ironhand's thread,  pre-empting things he wants to do himself :)

I was thinking I could do a bunch of the more boring and technical tiles like trap components, but I'm not having much luck finding a guide to exactly how one mods DF tiles...
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Hippoman on June 24, 2010, 01:53:52 pm
Just make the tiles, show them to us, and if they are good Ironhand might add em. If not, ask him to help set up your own tileset.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Ironhand on June 24, 2010, 02:21:16 pm
I made the basic sprite. = P

Deon made the mask, though.

The reason the lever is showing up so dark is that it is overlaying that red overtop of microcline blue.
If that were a marble lever, it would look the way you intended for it to look.

Anyway, I sort of want to make my own tiles for everything eventually,
but I'm totally happy to toss those in there for now if you guys like them.

I actually don't have anything else to do tonight and tomorrow morning, so
I should be able to get the new walls done, and then I'll get into some of this other stuff.

As for how to make your own tiles, there's really no rules to it.
Just change them pixels however you want to change them.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Hippoman on June 24, 2010, 02:23:16 pm
All credit to Ironhand then!
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Acanthus117 on June 24, 2010, 05:29:37 pm
I just cannae wait till this is complete.

IT WOULD BE BOSS
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: WormSlayer on June 24, 2010, 07:17:47 pm
The reason the lever is showing up so dark is that it is overlaying that red overtop of microcline blue.
If that were a marble lever, it would look the way you intended for it to look.

Thats sort of what I figured, is there any way to avoid that?

By a guide I meant some sort of explanation to how the file formats work, that sort of thing. For example I made some trap component tiles:

Corkscrew: (http://i.imgur.com/Q6agy.png)
Axe Blade: (http://i.imgur.com/qtADY.png)
Serrated Disc: (http://i.imgur.com/sk0pv.png)
Spike: (http://i.imgur.com/XsVzd.png)
Spiked Ball: (http://i.imgur.com/kGQst.png)

But I'm not really sure what to do with them :P
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Ironhand on June 24, 2010, 07:23:07 pm
They are nice.

The problem is, in DF all trap components use the same tile.
You can't specify which tile is used in the raws, either, unfortunately.

I probably can't explain it as well as the wiki: Give this a read (http://df.magmawiki.com/index.php/Tileset).
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Cheddarius on June 24, 2010, 07:30:03 pm
My god, those trap tiles are friggin' awesome. I love the shading.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Ironhand on June 24, 2010, 07:52:48 pm
They are pretty sweet.


Anyway, speaking of sweet:...

(http://i46.tinypic.com/6f5oi9.png)

Check out those transitions from smooth to rough walls.
Pretty freaking epic, right? I am enormously pleased with them.

I'm gonna cut some transparencies through these tiles and take a look at furniture.

0.41 will be available by noon tomorrow, if not earlier.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Cheddarius on June 24, 2010, 07:58:50 pm
Oh man, those are very... heh, smooth. I like the way that the tannish wall sort of breaks into smaller rocks, so that the thinning out is very gradual. But how did you accomplish that? Is there a tile for transition from smooth to rough? I thought it was only tiles for smooth and tiles for rough...
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Ironhand on June 24, 2010, 08:09:37 pm
MAGIC.

Actually, ╖ and ╕ and whatnot are used as transitions from smooth tiles to rough ones.
I can't imagine I'm the first one to do something like this, but I couldn't find anybody else that did.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: WormSlayer on June 24, 2010, 08:56:44 pm
Well it wasnt a waste of time, trying to get actual detail into so few pixels is kind of fun no? :P

The transition is very cool, I didnt realise it was even possible (but I'm a DF noob)! New walls look better for sure, I had better start a new fort and polish some stone!
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Wavecutter on June 24, 2010, 10:13:17 pm
Amazing
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Hippoman on June 24, 2010, 10:29:07 pm
Amazing.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Acanthus117 on June 24, 2010, 10:29:43 pm
Amazing.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Aklyon on June 24, 2010, 10:50:57 pm
Amazing.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: baalak on June 24, 2010, 11:23:14 pm
Amazing.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: daemoria on June 25, 2010, 12:30:18 am
Amazing!
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Vince on June 25, 2010, 02:27:13 am
(http://img337.imageshack.us/img337/1606/1271345258817.png)
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Acanthus117 on June 25, 2010, 02:28:08 am
Yay for Hark A Vagrant!
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Nabobalis on June 25, 2010, 02:54:48 am
Could I have a favour?  :P

Make a tileset that just uses the same font that Phoebus uses?
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Xelnag on June 25, 2010, 06:33:14 am
Could I have a favour?  :P

Make a tileset that just uses the same font that Phoebus uses?

that would be indeed sweet !
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: timmeh on June 25, 2010, 06:53:02 am
@Nabobalis & Xelnag - You could probably do this yourself, easily enough.  Just open the two tilesets in pretty much any editor that supports .png (careful with paint, don't think it saves transparency... I advise GIMP) and copy/paste the letter tiles from one into the other.  If they don't fit, either resize them, or just try to get them centered in the tile.  You can set up a grid in GIMP to show you where each tile is, I think the default grid is actually 10, so you could see where the center is too on a 20x20 tileset....


@Ironhand - Those are epic!  This just gets better and better.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 25, 2010, 07:31:02 am
Behold!


0.41! (http://dffd.wimbli.com/file.php?id=2511) In all its glory!


Awesome new walls and wall transitions.

Completely remastered font, all re-aligned and re-spaced.
Sharper, crisper look and feel.

Fixed carp and other river/ocean fish showing up as drumsticks.

New chair tile.

New tile magic backgrounds that merge seamlessly with floors.
You will be amazed at how awesome your dining halls look.
I personally guarantee it. Or your money back.

A bunch of other little fixes and changes.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Xelnag on June 25, 2010, 07:42:37 am
@Nabobalis & Xelnag - You could probably do this yourself, easily enough.  Just open the two tilesets in pretty much any editor that supports .png (careful with paint, don't think it saves transparency... I advise GIMP) and copy/paste the letter tiles from one into the other.  If they don't fit, either resize them, or just try to get them centered in the tile.  You can set up a grid in GIMP to show you where each tile is, I think the default grid is actually 10, so you could see where the center is too on a 20x20 tileset....

Thanks for the tip ;D

Awesome 0.41 is here, gonna check it out.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 25, 2010, 07:56:19 am
 :o  :D

But the barrels are very dark
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 25, 2010, 08:03:10 am
Yeah.

They are the next thing on the list.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 25, 2010, 08:20:26 am
And the old font was more readable for me, maybe because it was bigger; the background behind rock is darker than the rest of the floor, but this was intended I think; there is no bacground begind this: ☼. But those are the changes that I can mod myself. Awesome job, sir.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 25, 2010, 10:31:19 am
Again me (sorry):

I completely don't understand one choice that you have made - why did you change the 'normal' floor graphic behind the various tiles, eg. armor stand, traps, dwarfs etc. for the 'smooth' floor graphic? Now most of the time it is at odds with the rest of floor tiles, until you smooth every floor on which the dwarves can stand, or on which you can put a trap or armor stand etc.

---------

The ice floor is again the same as ice walls.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ampoliros on June 25, 2010, 11:04:22 am
very much enjoy this, it's very nice looking.

the only criticism i can seriously muster is that with no backgrounds, dark creatures (eg, black bears) on dark backgrounds blend in too well, which can make them a bit of a pain to see...but that's pretty much it
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 25, 2010, 12:07:24 pm
@Prastary:

I find the current visual effect to be actually quite pleasing.
I don't think the backgrounds really look like the smoothed backgrounds unless you've got a whole bunch of them together...

Am I wrong? Do you really like a rough background better?

...
darn ice!

I will fix it for 0.42.


@Ampoliros:

Yeah, I noticed that too.
When I get around to those, that problem will be solved.
For now, maybe I'll take a look at just outlining them or something for the next version.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 25, 2010, 12:15:10 pm
Am I wrong? Do you really like a rough background better?

Yes, now when eg. a cat or a dwarf goes here and there it looks like he is carrying a smooth floor tile with him everywhere. Rough tile is rough, it doesn't make such a distinct pattern, so it blends with various background nicer.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: eidahl on June 25, 2010, 02:12:12 pm
Could we get some screenshots? The tiles look great, but I'm sure it would be nice for people to see it in its full glory. .. puhleeezzze...
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: s20dan on June 25, 2010, 03:35:12 pm
I just started using this tileset, its probably the best looking out of the ones I have tried. However, I just finished engraving the nobles towers and there is no visual difference between smoothed floors and engraved floors.  So I changed what I thought was the engraved tile in the tileset, but it also changed the smoothed floors.  How would I go about seperating the two?
Cheers.

Edit// just updated to new version, those wall transitions are pretty damn good ;) Nice one.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Theodolus on June 25, 2010, 04:20:28 pm
I'm really liking the progress! A couple things I'd like to address; one that's a problem and another that's an annoyance.

First, the problem, something is causing the trading screen to not display the entire value of your selected items. Below are a couple images showing this in action. The only difference between the first and second image is a single selected item on the trader's list of goods.
Spoiler (click to show/hide)

The second slightly annoying thing are the pillars that show up at the ends of the walls. If they simply rounded off on the free end it wouldn't be to bad, but with the way they are now it appears slightly awkward. This also causes a weird look when the wall ends by bumping up against a soil wall.
Spoiler (click to show/hide)

Other than those two things, it's awesome! Every update makes the set a little better. Keep up the good work!
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 25, 2010, 07:06:15 pm
Sweet!

I'm just trying it out now - first thing I notice is "Shrubs" look like coiled ropes. But at least fish dont look like drumsticks anymore :P

Actually it's just some plants called "Shrub" others with the same name have a more plant-like appearance...

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

I think usually there are a lot more rough than smoothed tiles visible so the rough background is going to match more often?

Maybe a 50/50 mix of the rough and smooth tiles would be generic enough for the background?

Oh and brown tree trunks? Awesome! :)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 25, 2010, 07:31:27 pm
Shrubs are just what any wild plant is called.
The ones that look like ropes are called whip vines, and that's exactly what they are.

I guess I'll fiddle with the backgrounds a little more...


Theodolus:
Your problem is that the number 0 currently has a solid background. This is to place a floor behind coffins.
When the 0 is displayed as black on a white background (not often, but it happens in the trade screen),
all the pixels are painted black and you just get what appears to be an empty spot on the screen.
I should be able to fix this by creating a semi-transparent background for 0s. Next version.

As for the pillars, that's how they work. I suppose I could make a square pillar or an octagonal one or something...
but pillars will be pillars, and where they get tacked on to walls is not a decision that I get to make.


s20dan:
The same tile is always used for smoothed floors and engraved ones.
Smoothed floors have a black background, and engraved ones have a white background.
In traditional tilesets, (and as I did for my walls), the artist punches holes in there so that the white shows through.
I'm gonna do that for floors eventually; I just haven't gotten around to it yet. Maybe for the next version, we'll see.



As for the screenshots, I need some of my loving fans to share theirs!
Does anybody have a solid fort they're willing to show off?
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 25, 2010, 08:01:15 pm
I've been doing more messing about with tiles than actual fortressing recently, but here is a little room I half-smoothed to test your walls on:
(http://i.imgur.com/JCVHQ.png)

*LOVE* the transitions, pure win!

Not really digging the rounded pillar/wall ends but as you say it's a limitation you will have to work around.

Question: Why are there two barrel tiles? - Nevermind, one of them is supposed to be the % symbol and: Siltstone, Slate, Brimstone, Kimberlite, Bismuthinite, Realgar, Stibnite, Marcasite, Olivine, Orthoclase, Microcline, Petrified wood, Brimstone and Pyrolusite... O.o

And here is your tile sheet with my awesome lever and barrel (Slightly smaller lever so it looks nice in a row and higher contrast barrel.) ;)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 25, 2010, 08:47:41 pm
I might still be able to do something creative with the pillars. We'll see.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 25, 2010, 09:52:51 pm
I've been thinking about the finished walls, and it seems to me that if you sliced a cross-section through such a thing, you would see nice polished stone on the outside and rough stone on the inside, kind of like this?

(http://i.imgur.com/7Cyid.jpg)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 26, 2010, 02:14:05 am
I think usually there are a lot more rough than smoothed tiles visible so the rough background is going to match more often?

Yes, exactly.

And my pillars look like this, hehe:

(http://i47.tinypic.com/34y5j87.jpg)

----

I forgot to add that I played much time yesterday and I love new smooth walls, they're great!
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Acanthus117 on June 26, 2010, 02:58:29 am
Haha swastikas

Aside from that, I am so happy with this, Ironhand.

YOU ARE GOOD SON OF RED NATION
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 26, 2010, 06:28:06 am
Thanks! ...I think. = P

As for the cross-section of walls; yeah, it does look kinda cool.
But smoothed walls all use the same tile, so you wouldn't be able to specify
which type of stone was used for the inside of the walls. So when you smoothed,
say, limonite, not only would the edges smooth out, but the part inside would change.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Acanthus117 on June 26, 2010, 06:57:09 am
I was joking about the Swastika part.

This is awesome. I swear this is awesome.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: neverknown on June 26, 2010, 07:27:19 am
Quote
And my pillars look like this, hehe:

(http://i47.tinypic.com/34y5j87.jpg)

you know what that symbol stands for?
i dont think thats funny.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Acanthus117 on June 26, 2010, 07:30:48 am
The swastika (from Sanskrit svástika स्वस्तिक) is an equilateral cross with its arms bent at right angles, in either right-facing (卐) form or its mirrored left-facing (卍) form. Archaeological evidence of swastika-shaped ornaments dates from the Neolithic period in Ancient India. It occurs mainly in the modern day culture of India, sometimes as a geometrical motif and sometimes as a religious symbol. It remains widely used in Indian religions such as Hinduism, Buddhism and Jainism. Though once commonly used all over much of the world without stigma, because of its iconic usage as Hakenkreuz in Nazi Germany the symbol has become stigmatized in the Western world, notably even outlawed in Germany.

From Wikipedia. :D
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 26, 2010, 08:00:12 am
you know what that symbol stands for?
i dont think thats funny.

Uh, those ugly 'nazi' ancient people, hehe...

(http://i49.tinypic.com/2e4dnd3.jpg)

Educate yourself.

Now stop the offtop and go back to praising Ironhand work.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: keda on June 26, 2010, 11:12:08 am
(http://i46.tinypic.com/6f5oi9.png)

Check out those transitions from smooth to rough walls.
Pretty freaking epic, right? I am enormously pleased with them.
That's pretty amazing stuff, cool idea Iranhand... I just wonder how that will look like blending with other kinds of rock.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Hippoman on June 26, 2010, 11:40:28 am
Also even america has a swastika almost exactly like that one too. For military.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Wavecutter on June 26, 2010, 11:57:43 am
Found a minor problem with the trade screen. Some numbers are not visible, here's a screenshot to illustrate.

(spoilered for huge)
 
Spoiler (click to show/hide)


As you can see from this image, the totals listed at the bottom of the screenshot do not display properly for numbers above 10. 1-9 is OK.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 26, 2010, 12:04:56 pm
It's just zeros, because they have a background. Somebody's already mentioned it, and it'll be fixed in 0.42.
Title: Re: Ironhand's Graphics Set (0.41 is gonna be sweet!)
Post by: Kazang on June 26, 2010, 12:42:55 pm
Could I have a favour?  :P

Make a tileset that just uses the same font that Phoebus uses?

Phoebus's doesn't suit DF at all imo, it's too wide and sci-fi looking, I think and Ironhand's is better in terms of looking dwarfy and good.  Personally I just use a standard Vera Sans Monospace (http://i.imgur.com/XRxPY.png) font and think it looks great.  Editing in a new font is pretty easy.  Just edit it in photoshop or gimp and use grid size that leaves the letters in the right place with the right spacing, turn snap to grid on and replace the letters.  It's a bit fiddly to line them up right but it only takes a few minutes.


Anyway great work Ironhand, it really is coming along beautifully.  Are you going to do diagonal or squared corner tiles for the non 90 degree corners? 
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 26, 2010, 12:57:42 pm
Squared. Just the way they are.

There are not separate tiles for those kinds of corners,
so either you have nice square corners that zig-zag when you make diagonal walls,
or you have nice diagonal walls that don't square up nicely on the corners of square rooms.

This also looks way better in conjunction with my floors; there's no black gaps between walls and floors.
If you go for a diagonal wall set, you run into problems with that.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Wavecutter on June 26, 2010, 01:51:07 pm
I have to say that I'm really enjoying the smoothed floor tiles.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 26, 2010, 04:00:19 pm
New Skull Totem?:   (http://i.imgur.com/xS6xc.png)

Skull on a spike with a thigh bone stuck through it and a pair of dangling spherical objects? :P
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Kazang on June 26, 2010, 06:52:26 pm
That's awesome.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Harmonica on June 26, 2010, 07:20:55 pm
Haven't posted for a few weeks. Set is looking incredible. I'm a bit out of the loop DF wise - is the latest release fully working now with your tileset or do I have to muck about with settings/use old DF?

One thing: isn't it pretty much a no-no to have rounded things inside a dwarven construction? I think it's pretty heavily ingrained in their ethos to avoid rounded edges because they represent aesthetics over efficiency.

As such I'm not really a fan of those pillars. But the walls, smoothed or otherwise, look really great. You've done a great job on making DF looking totally different.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 26, 2010, 07:57:46 pm
The pillars have already been replaced with square ones. I think you guys will like them.

WormSlayer: that is very cool... I haven't swiped any of your art yet, but it's impressive.
You're honestly cool with me integrating some of these?
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: HeliumFreak on June 26, 2010, 09:28:56 pm
When you do your releases is it possible to get a seperate version that is only the graphics pack so i dont need to keep downloading the client please
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Hippoman on June 26, 2010, 09:50:15 pm
haha your like the third to ask for that.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Snook on June 27, 2010, 12:20:12 am
Having been a user of Maydays pack for a while now, the graphics from the Genesis mod had me from the beautiful font alone. I figured out whose handiwork it was, and discovered it was this pack here. Props! It looks great, and I think I'm going to go ahead and switch over now.  8)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 27, 2010, 07:32:20 am
Sweet, thanks!

HeliumFreak: I keep saying I'm gonna do that, and then I never do.
This next release, though, I promise! If I forget again, bother me until I do it!
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: HeliumFreak on June 27, 2010, 08:45:27 am
Thanks, much appreciated, nice tile set btw :o
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 27, 2010, 01:47:40 pm
I'm totally on board with you using any of my tiles that take your fancy!

Here is the modified version of your tileset I'm using right now - I had to make all mine a tiny bit smaller so they line up nicely.
Spoiler (click to show/hide)

Note: While you cant place skull totems like furniture, you can put down a stockpile that only allows finished goods of the type "totem" and set the max bin number to 0.
(http://i.imgur.com/eU18B.png)

I think I'm just going to randomly replace graphics that bug me. Obviously some of the more annoying ones are those tiles used for 20 utterly different looking objects but what can you do!

Bit of feedback:
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: s20dan on June 27, 2010, 04:34:26 pm
The same tile is always used for smoothed floors and engraved ones.
Smoothed floors have a black background, and engraved ones have a white background.
In traditional tilesets, (and as I did for my walls), the artist punches holes in there so that the white shows through.
I'm gonna do that for floors eventually; I just haven't gotten around to it yet. Maybe for the next version, we'll see.

I had wondered how it was done, thanks.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Snook on June 27, 2010, 04:44:35 pm
Having played with this for a while now, I have one complaint: it's damn hard to
see the difference between designated stone walls and the floor (unsmoothed.) Also I feel like the loose stone tile and ore tile should be switched - they look like the other right now.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: izzyryu on June 27, 2010, 06:43:36 pm
I've got a fort up using this tileset at DFMA, if you're curious how it looks in an established fort. Here you go. (http://mkv25.net/dfma/map-9033-splatterhammers)

I was also sorta bugged by the fact that turtles and gems share the same tile. I made this wonky-looking dude:

(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/turtlesprite.png)

And assigned tile 158 to turtles in the raws. (It's the one right next to the splint/rope reed graphic).

EDIT: Ingame shot:

(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/ingame.gif)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 27, 2010, 08:36:39 pm
Skulls are cool! I'm now using this one for corpses: (http://i.imgur.com/v4n0S.png)

Also "toys" being displayed as the super mario coin block made no sense to me? How about a shiny little gift box instead?: (http://i.imgur.com/BWdwM.png)

izzyryu: I dont see any turtles or gems in that screenshot? Cute turtle though :)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Hippoman on June 27, 2010, 09:03:25 pm
I've got a fort up using this tileset at DFMA, if you're curious how it looks in an established fort. Here you go. (http://mkv25.net/dfma/map-9033-splatterhammers)

I was also sorta bugged by the fact that turtles and gems share the same tile. I made this wonky-looking dude:

(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/turtlesprite.png)

And assigned tile 158 to turtles in the raws. (It's the one right next to the splint/rope reed graphic).

EDIT: Ingame shot:

(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/ingame.gif)

I see no turtles.

Skulls are cool! I'm now using this one for corpses: (http://i.imgur.com/v4n0S.png)

Also "toys" being displayed as the super mario coin block made no sense to me? How about a shiny little gift box instead?: (http://i.imgur.com/BWdwM.png)

izzyryu: I dont see any turtles or gems in that screenshot? :)

awesome corpse!
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: baalak on June 27, 2010, 09:26:28 pm
I see two turtles. There's one next to the cat, and one in the top right hand of the pic.

- Baalak called Observant.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Hippoman on June 27, 2010, 09:39:56 pm
its super light green. I thought it was a bush.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 27, 2010, 10:26:19 pm
Holy crap! I spent a good few minutes looking for turtles in that screenshot and all I saw was bushes too :S
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: baalak on June 27, 2010, 10:27:17 pm
Turtles need camouflage to survive.

It took me a moment to see them, myself.

- Baalak called Naturalist.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Hippoman on June 27, 2010, 10:54:39 pm
Nice bushes izzyryu!!

Haha just kidding. Its the coloring's fault.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Snook on June 27, 2010, 11:58:31 pm
I dunno how you missed the turtles, I looked at the pic and they stuck out to me. :/
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 28, 2010, 12:37:12 am
Maybe if you make the head and legs a different colour to the shell?

I just noticed I've been copy-pasting the wrong background onto all my tiles so they didnt mesh with all Ironhand's :S

I've been experimenting with 3/4 perspective and tweaking some of the tiles I already made, here are some screenshots:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Hippoman on June 28, 2010, 12:56:57 am
Maybe if you make the head and legs a different colour to the shell?

I just noticed I've been copy-pasting the wrong background onto all my tiles so they didnt mesh with all Ironhand's :S

I've been experimenting with 3/4 perspective and tweaking some of the tiles I already made, here are some screenshots:
Spoiler (click to show/hide)

Become ironhands assistant. NOW.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 28, 2010, 01:44:17 am
Food and Drink Barrels with backgrounds you say? :)

(http://i.imgur.com/czY3z.png)

Should food barrels look different? I was thinking maybe crates instead of barrels?

Edit: Actually they have *very slightly* different brightness levels, the keen-eyed may be able to tell them apart :P
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Hippoman on June 28, 2010, 02:38:52 am
Yes. CRATES. DO IT.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 28, 2010, 02:42:56 am
I've got a fort up using this tileset at DFMA, if you're curious how it looks in an established fort. Here you go. (http://mkv25.net/dfma/map-9033-splatterhammers)

How beautiful it looks in full resolution! Why must I use it in 1280x1024, oh why?  :'( :'( :'(

Why Toady doesnt remove this ugly stupid 80 horizontal tiles requirement...
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: TealThanatos on June 28, 2010, 04:06:55 am
Ironhands tileset in general + wormslayers barrels from above + phoebus's tiles for ores/minerals/gems/stone = most epic graphic set ever

If I knew how to merge the cool little mineral icons from phoebus into ironhands tileset I would do it :( I've grown too accustomed to being able to see at a glance where I can find fuel/gems/iron/etc!
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: TealThanatos on June 28, 2010, 04:15:04 am
PS: Keep up the awesome work Ironhand... LOVE the floor tiles especially.

If you can get some icons like phoebus's ones for the minerals I will swap over to your tileset from his and declare you the king of dwarf fortress for all time :) I keep starting to play using yours and find myself going back to phoebus cause I find it too hard to locate the minerals I need >_< hehe
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Prastary on June 28, 2010, 04:22:29 am
I've been experimenting with 3/4 perspective and tweaking some of the tiles I already made, here are some screenshots:

I hope that Ironhand will not mix 2d with isometric - I hate isometric and love 2d.

Quote
If you can get some icons like phoebus's ones for the minerals

I also hope that Ironhand will leave the stone walls realistic, as they are (maybe improving them even more). Copying Phoebus walls to Ironhand tileset is more than easy, if you wish to do so. Use for example http://www.getpaint.net/
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Vince on June 28, 2010, 05:02:22 am
I also hope that Ironhand will leave the stone walls realistic, as they are (maybe improving them even more). Copying Phoebus walls to Ironhand tileset is more than easy, if you wish to do so. Use for example http://www.getpaint.net/
It's not that easy. The raws are different.
And why can't we just use Phoebus' system with realistic tiles?
It doesn't have to be a symbol, you know - just make it like the gems: More valuable? Bigger gem!
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: blub-dwarf on June 28, 2010, 05:27:22 am
hi,

it seems we are a bit off topic
here is ironhands graphic set.

:)
i like his mod and not phoebius one if i did i would download the other one.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Xelnag on June 28, 2010, 06:56:13 am
Not talking about phoebus, but the gems in ironhand's tiles would need some sort of way to make them more noticeable, maybe a bit bigger, or instead of 1 round gem, a few ones... dunno, it's up to him afterall but would help noticing them i guess ;D

0.41 rocks btw, looking forward to those turtles/totems/bones if they get in ;D
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: TealThanatos on June 28, 2010, 07:10:56 am
All I'm saying is that I love Ironhand's set APART from that I can't easily find coal/gems/precious metals. Once he's gotten up to updating the stone tiles I'll be switching permanently to his awesome set, it's the only thing holding me back :)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 28, 2010, 07:50:21 am
Your loss, I guess. = P
(I hope to make everybody happy eventually)

Seriously, though; those barrels are HOT, WormSlayer.
The 3/4 perspective stuff isn't doing quite as much for me.
I think I like my square-perspective tables and chairs better...

I don't know if Hippoman is joking about you becoming my assistant,
but I feel like that's pretty much what's gonna happen.
If you want in, PM me an email address or a Skype account or something,
and I'll send you the layered Photoshop document. (I hope you use photoshop?)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 28, 2010, 10:18:36 am
Also, YAY~
I'm on DFMA.

You're the only one I've seen, though.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: WormSlayer on June 28, 2010, 12:46:18 pm
I'm also not entirely sold on the 3/4 perspective tables and chairs - They dont really fit in with everything else. Maybe one day I'll make an entire tileset to match them...

The current mixture of side-on, top-down and 3/4 perspective tiles kind of annoys the OCD side of me that likes consistency but it kind of works for the barrel though?

Ironhand: I'd be happy to properly collaborate rather than just randomly hacking up your tileset, and of course a PSD with layers would be hugely useful! I'll PM you in a sec!

Must say I also have a bit of trouble easily picking out minerals and small gems from the surrounding rock - Especially gold and orthoclase I find myself having to squint and look for the subtle difference in pattern...

Maybe try and make those tiles a bit darker with distinct veins of minerals/gems running through them?
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Ironhand on June 28, 2010, 12:52:26 pm
No, the barrels are awesome. Don't go changing those.
Anyway, all my creatures and dwarves and everything are 3/4, too.

But yeah, iso-tables don't work in a non-iso environment.
I like it on a grid so that they fit together nice.
Title: Re: Ironhand's Graphics Set (bricks behind letters???)
Post by: Ironhand on June 28, 2010, 02:06:08 pm
So now I've got a little magic going on here with numbers:

(http://i49.tinypic.com/2n65h84.png)

The shadow around/under the number is now transparent,
so when it paints it as black-on-white, you can still see the numbers.
I added the same effect to every number to make them all uniform.

I am really starting to like it.

I think I'll refine it (I feel like the outline should be a bit bigger so it's easier to see),
and maybe even add it to the rest of the alphabet as well. That way, letters like
capital O in Depots, and lower-case os in a bunch of workshops will look better too.

I guess the downside is that the intro screen will look kinda silly with lines of bricks behind the letters.
But I dunno, it might be worth it if it makes your fort look that much cooler.

What do you guys think?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Vince on June 28, 2010, 02:16:58 pm
I like it very much!  :)
But I still don't know if I liked the dirt/grass background a bit better...
Maybe you could release alternate versions? So everyone would be happy.

And in case you forgot (and I know you didn't ;D): Better ores would be ultra cool. With different pebble/strand sizes, depending on type/value -
like RantingRodent (http://www.bay12forums.com/smf/index.php?topic=29706.0). It's like Phoebus' with graphics instead of icons.
Combined with your tile magic... *daydreams and drools*
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Hippoman on June 28, 2010, 03:15:13 pm
I love the name Scrubgrub.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Prastary on June 28, 2010, 03:26:19 pm
But I still don't know if I liked the dirt/grass background a bit better...
Maybe you could release alternate versions? So everyone would be happy.

+1. I changed for myself all the tiles to earlier versions with dirt background in the main .png file, but changing the dwarves .png is not so simple...
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Star Weaver on June 28, 2010, 03:30:22 pm
It's pretty. I might have to start using it in a bit. I end up doing much of my DF playing over DFterm though. Has anyone tried converting the tileset part of the kit to a TTF? If so, does the FG/BG tile-magicy stuff still work as a TTF?

:)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: TealThanatos on June 28, 2010, 05:20:59 pm
Don't get me wrong Ironhand... your work is awesome, I love it. I keep getting pulled over to using it, then reverting back to phoebus because of frustration at not being able to find the minerals I need >_< hehe... Then of course, I miss the pretty graphics and dwarves of your set, and go back to it, and so on and so forth, I'm stuck in a viscious circle!! Please keep up the awesome work, I think your tileset is far and above any of the other ones out here and I foresee it getting only better as it goes on :)

The floor tiles rock, and the blended smooth walls thing rocks my world!
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 28, 2010, 05:36:30 pm
Food crates?
(http://i.imgur.com/EssRC.png)

Not sure how weird this tile will look when appearing as other things...

Anyone got a request for a tile they badly want replacing?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Hippoman on June 28, 2010, 06:31:35 pm
WOOO CRATES!
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: LucasUP on June 28, 2010, 06:43:22 pm
Sweet crates man.
I like the bricks-behind-numbers, but will that look weird for liquids with depth-display?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: afoninv on June 28, 2010, 07:10:51 pm
Crates are... so isometric. Maybe that's why they look so small, esp. in comparison to barrels? I mean, isometric is OK, but this pic has an angle that makes the smallest possible crate size.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Harmonica on June 28, 2010, 08:29:24 pm
How are food crates being displayed separately there?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Cheddarius on June 28, 2010, 08:42:58 pm
The barrels are displayed almost full-on; they're as wide as the whole tile. But the crates are shown from an isometric perspective. The crate width is maybe half of the full tile; if it was displayed almost full-on, it could be a square that would be almost as wide as the whole tile, and be about similar size to the crates.

But in my opinion, it doesn't really matter, it looks fine. And I really like having these crates, they look nice and help differentiate between food/drink.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 28, 2010, 08:49:50 pm
Having tried it out, I do think they look better side on with a bit of perspective:
(http://i.imgur.com/Z5JuU.png)

Harmonica: Thats the tile for "prepared food" - It's also listed as being for a dozen other things (http://df.magmawiki.com/index.php/Tilesets) too, so not sure if it will actually work...

They do show up randomly in un-revealed ground.
Spoiler (click to show/hide)

Anvil?
(http://i.imgur.com/4XZ95.png)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: TealThanatos on June 28, 2010, 09:25:52 pm
Ironhand + Wormslayer = Uber tileset team. That is all.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: LucasUP on June 28, 2010, 09:34:03 pm
Harmonica: Thats the tile for "prepared food" - It's also listed as being for a dozen other things (http://df.magmawiki.com/index.php/Tilesets) too, so not sure if it will actually work...

They do show up randomly in un-revealed ground.
Spoiler (click to show/hide)
Quote
37 - "%"
Prepared meal, unexplored underground, screw pump in action
    * Siltstone*, Slate*, Brimstone*, Kimberlite *, Bismuthinite*, Realgar*, Stibnite*, Marcasite*, Olivine*, Orthoclase*, Microcline*, Petrified wood*, Brimstone*, Pyrolusite*

Source: http://df.magmawiki.com/index.php/Tilesets#ixzz0sCoKXCoQ

Uh oh. At the very least screw pumps are going to look like an alteration of barrels and boxes when activated. May be confusing/distracting. And then some rocks will also happen to randomly be boxes EDIT: or not, since Ironhand likely has them designated to another tile. I think I could live with this though.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Daywalkah on June 28, 2010, 09:46:23 pm
Ironhand, I just got around to downloading these graphics. I was hesitant at first, since no matter what I tried with any graphics, it always came up as a black screen. These graphics work, and they are truly amazing. The only things I must say is that when I looked at stockpiles, I could barely see the lines that designate them, it was just almost entirely black. But otherwise, amazing. Good job on the graphics!
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 28, 2010, 10:13:59 pm
I posted a screenshot of a stockpile full of food and drink just above ^^

Do stockpile tiles not look like that for you?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Aklyon on June 28, 2010, 10:43:15 pm
Having tried it out, I do think they look better side on with a bit of perspective:
(http://i.imgur.com/Z5JuU.png)

Why is there dotted lines outlining the walls? it looks weird.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Patchouli on June 28, 2010, 10:44:34 pm
Having tried it out, I do think they look better side on with a bit of perspective:
(http://i.imgur.com/Z5JuU.png)

Why is there dotted lines outlining the walls? it looks weird.
Probably means it's engraved.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Hippoman on June 28, 2010, 11:21:33 pm
Having tried it out, I do think they look better side on with a bit of perspective:
(http://i.imgur.com/Z5JuU.png)

Why is there dotted lines outlining the walls? it looks weird.
Probably means it's engraved.
Always has.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 28, 2010, 11:30:30 pm
So can anyone tell me where Dwarf Fortress uses the semi-colon character ";" for anything other than the masonry workshop and kitchen?

That tile could be better used, if for nothing else than a workshop-like graphic?
(http://i.imgur.com/AUcFs.png)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Hippoman on June 28, 2010, 11:32:07 pm
Semicolon is also a bush.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 28, 2010, 11:46:29 pm
Hmm, I wonder if its possible to remap that bush to a more bushy tile and free up this one?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Hippoman on June 29, 2010, 12:03:08 am
Probably. Ask Ironhand he can do anything.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Star Weaver on June 29, 2010, 12:36:50 am
Hey, just in case you didn't know about it http://df.magmawiki.com/index.php/Tileset < list of everything every tile is used for in Vanilla.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Prastary on June 29, 2010, 03:21:13 am
Anyone got a request for a tile they badly want replacing?

Maybe better cages?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Thundrim on June 29, 2010, 05:27:02 am
This is a very "Dwarfy" tileset, congratulations on achieving that. Rarely have so few pixels so much soul.  :)

---

Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Ironhand on June 29, 2010, 07:56:40 am
Hey, thanks guys!

Sorry I'm missing all this.
On Thursday (and maybe even tomorrow),
I'm gonna sit down and show you guys some love.
But for now I'm still pretty busy.

Yeah, I don't use ; for bushes, so I love the idea to make it a workshop tile.

Thanks for keeping people entertained, WormSlayer. You're the dwarf.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 12:26:05 pm
Do these look like a traps?
(http://i.imgur.com/zoTE4.png)

I've been staring at the same few pixels for so long now I cant even tell O.o
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Turambar on June 29, 2010, 12:38:47 pm
Do these look like a traps?
(http://i.imgur.com/zoTE4.png)

I've been staring at the same few pixels for so long now I cant even tell O.o

I think traps should remain a bit abstract.  I mean, you can load a weapon trap with 10 spears or 10 serrated discs.  would those things look even remotely alike?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Vince on June 29, 2010, 12:59:49 pm
Looks very nice. Just keep in mind that the tiles are also used for volcanoes on the map.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 01:17:41 pm
I think traps should remain a bit abstract.  I mean, you can load a weapon trap with 10 spears or 10 serrated discs.  would those things look even remotely alike?

Maybe the foothold-trap is just a part of the trigger that holds them in place while the spears or whatever shoot out? :)

But yeah I totally agree, I did try various little tripwires and pressure plate sort of things but that didnt work.

And yeah it should also, if possible, kind of look like a volcano... O.o

I'm open to suggestions!
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: afoninv on June 29, 2010, 01:35:15 pm
Maybe like a crater in the ground? Like a person who walks over, he falls down the hole where there can be different spikes and discs (pretending, not shown on pic of course - just a hole in the ground with ragged borders).
(with maybe some spikey bits that can be seen protruding from the crater; on world map this could be pretended to look like lava drops)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Star Weaver on June 29, 2010, 01:39:01 pm
I was just trying out the Teeto_K 18x18 set (http://df.magmawiki.com/index.php/Tileset_repository#Teeto_K) over the weekend and they use something sort of like a square pit or pressure plate with a caret hovering over it. Gives a vague impression of a squaramid, and is passable on the worldmap.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Snook on June 29, 2010, 01:40:29 pm
Is tile magic possible with it?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: afoninv on June 29, 2010, 01:42:34 pm
This one?
(http://img.pixs.ru/storage/9/4/3/trapPNG_3514910_782943.png)

Isn't it of little detail and too abstract? Ironhand's set is rather detailed...
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Aklyon on June 29, 2010, 03:15:16 pm
why isn't Ironhand's set on the wiki?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Ironhand on June 29, 2010, 03:44:05 pm
Because I'm new.
Also, incomplete.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 04:10:09 pm
Cage / Vertical bars? (And "on fire"...)
(http://i.imgur.com/JSV1C.png)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Ironhand on June 29, 2010, 04:47:48 pm
Dude, you're on a roll.

Not sure I'm quite so excited about that one,
but it's still an improvement over the one I've got.

But anyway, just FYI, .42 is gonna be even more awesome than 0.41.
Not just because of WormSlayer... okay, mostly because of WormSlayer.
And also because it's the answer to life, the universe, and everything.
And I think I might be contributing a pachyderm or two of my own.

Thursday.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Wavecutter on June 29, 2010, 05:11:43 pm
42
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 05:43:51 pm
The new pillar tile alone is worth the wait for .42! :)

I did make a more 3D cage that looked cool, but I couldnt see how it would work for vertical bars too...

Weapon Rack?
(http://i.imgur.com/hyyJk.png)

Advanced new bucket technology, with handles!
(http://i.imgur.com/Ckas1.png)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: TealThanatos on June 29, 2010, 06:53:52 pm
Bonnie & Clyde
Mario & Luigi
Abbot & Costello
Ying & Yang

.... Ironhand & Wormslayer? :D
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Wavecutter on June 29, 2010, 06:59:21 pm
If this keeps up I'm going to need to change my pants.   :o
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 07:49:15 pm
Your dwarves have constructed a new well!
Rough finish? (http://i.imgur.com/huwbA.png) or more pronounced Brickwork? (http://i.imgur.com/z1L3G.png)

(Well is also used for other things that may look odd made from bricks...)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: TealThanatos on June 29, 2010, 08:10:44 pm
I prefer the pronounced brickwork but I guess that depends... what else does the well represent... ant nests? I can live with that... :) Anything else?
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Wavecutter on June 29, 2010, 08:14:05 pm
(http://img94.imageshack.us/img94/3471/thisisnotapipe.jpg)

I like the brickwork.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Star Weaver on June 29, 2010, 08:52:18 pm
I prefer the pronounced brickwork but I guess that depends... what else does the well represent... ant nests? I can live with that... :) Anything else?

Quote from: DFWIKI
09 ○     Well, bracelet, ant colony, millstone, quern, bottomless pits in the local embark map screen (if enabled)
(None of which are changeable)

The shape resembles a wide bracelet (short bracer?) and the bottom part of a millstone (where the flour ends up), so that seems mostly ok.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Robsoie on June 29, 2010, 09:03:37 pm
I like the brickwork.
Now this is a job for ... Dwarfio !
(http://img94.imageshack.us/img94/299/dwarfio.png)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Wavecutter on June 29, 2010, 09:27:20 pm
That's awesome.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 09:39:41 pm
Now this is a job for ... Dwarfio !
(http://img94.imageshack.us/img94/299/dwarfio.png)

Freaking AWESOME!

Pump operator maybe? Thats kind of plumbing? :P

Weapon racks now with added shading :D
(http://i.imgur.com/V19cv.png)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Robsoie on June 29, 2010, 09:42:16 pm
I am amazed at all the details you and Ironhand are able on such small sprites.
Superb work gentlemen.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 09:56:25 pm
All credit to Ironhand, he hand crafts each pixel where I rely on an i7 and insane amounts of anti-aliasing! :)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: TealThanatos on June 29, 2010, 11:03:59 pm
Looking good worm, is there a way to make the 'rack' of the weapon rack stand out a bit more? To my untrained eye it looks like weapons lying on the ground unless I squint :D

Keep up the awesome work *high five!*
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: WormSlayer on June 29, 2010, 11:44:34 pm
Looking good worm, is there a way to make the 'rack' of the weapon rack stand out a bit more? To my untrained eye it looks like weapons lying on the ground unless I squint :D

Keep up the awesome work *high five!*

Hows this? :D
(http://i.imgur.com/ZU2pE.png)
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Prastary on June 30, 2010, 03:04:19 am
Cage / Vertical bars? (And "on fire"...)
(http://i.imgur.com/JSV1C.png)

Square cage is nice.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Wavecutter on June 30, 2010, 09:00:03 am
That cage would make a nice hatch.
Title: Re: Ironhand's Graphics Set (bricks behind numbers?)
Post by: Ironhand on June 30, 2010, 10:25:19 am
All credit to Ironhand, he hand crafts each pixel where I rely on an i7 and insane amounts of anti-aliasing! :)

Hey, 3D art is a skill as well.
And one in which you are very gifted.

Anyway, let's put those gifts to good use.
You said you wanted some direction, so:

For the levers, what if instead of red and green,
it was dark when it was off, and bright when activated.
I feel like that would be cool, because microcline levers
would still look good, and stuff like that.

As far as your "remains" goes, I don't think I like it right now.
Everything except the skull is so dark that it blends with the bricks.
I think for now I'll stick with the one I stole from... I think Phoebus.

But if you could get one to look, like, totally generic, I'd totally love that.
Actually, I think I might take a crack at it myself this afternoon.
I'm also gonna make some tropical animals.

Anyway, another thing you could take a look at would be chests and cabinets.
I'd love to have some awesome WormSlayer-original storage furniture for 0.42.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Ironhand on June 30, 2010, 11:03:13 am
(http://i49.tinypic.com/2hyflz9.png)

*trumpet*
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Hippoman on June 30, 2010, 11:28:24 am
That cage would make a nice hatch.
Indeed.
Needs to be more isometric.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: wolflance on June 30, 2010, 11:30:40 am
(http://i49.tinypic.com/2hyflz9.png)

*trumpet*
*Boatmurdered Dwarfs scream in fear*
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Hippoman on June 30, 2010, 11:31:33 am
I like the brickwork.
Now this is a job for ... Dwarfio !
(http://img94.imageshack.us/img94/299/dwarfio.png)

Indeed this has to be pump operator. No exceptions.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Cheddarius on June 30, 2010, 12:22:47 pm
....huh.
I zoomed in to the image and it's surprising how different it looks up close.
How do you do that, Ironhand? How do you make so few pixels look like an elephant? It is like magic.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: HeliumFreak on June 30, 2010, 12:35:15 pm
How do you make so few pixels look like an elephant?

I think you just get the general outline of an easily recognizable elephant pose then just colour it in with a square brush
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Ironhand on June 30, 2010, 12:38:27 pm
Needs to be more isometric.

You keep using that word.
I do not think it means what you think it means.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Hippoman on June 30, 2010, 12:41:37 pm
Actually I believe I've used it once Vencini.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Ironhand on June 30, 2010, 12:44:17 pm
That's an Inigo Montoya, actually.
It is said to Vincini.

But yeah, alright.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Hippoman on June 30, 2010, 12:49:19 pm
Whatever.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Cheddarius on June 30, 2010, 12:50:15 pm
I think you just get the general outline of an easily recognizable elephant pose then just colour it in with a square brush
Yeah, but... but...
(http://i49.tinypic.com/5prler.png)
Never mind my poor drawing skills, it seems like there has to be something special to put so much detail in it. I looked at it up close. The elephant's tusk is three pixels. Three friggin' pixels! How do you do that?! It's got curve and everything - how do you make such a detailed tusk from three pixels?
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Ironhand on June 30, 2010, 12:52:06 pm
Magic.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Hippoman on June 30, 2010, 01:04:24 pm
I think you just get the general outline of an easily recognizable elephant pose then just colour it in with a square brush
Yeah, but... but...
(http://i49.tinypic.com/5prler.png)
Never mind my poor drawing skills, it seems like there has to be something special to put so much detail in it. I looked at it up close. The elephant's tusk is three pixels. Three friggin' pixels! How do you do that?! It's got curve and everything - how do you make such a detailed tusk from three pixels?

MAKE IT BIGGER.
Thats shit tiny.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Star Weaver on June 30, 2010, 01:35:17 pm
Yeah, but... but...
(http://i49.tinypic.com/5prler.png)
Never mind my poor drawing skills, it seems like there has to be something special to put so much detail in it. I looked at it up close. The elephant's tusk is three pixels. Three friggin' pixels! How do you do that?! It's got curve and everything - how do you make such a detailed tusk from three pixels?

Google "pixel art" ?

I remember finding a site that discussed sprites from Secret of Mana and some other console games, which included things like a discussion on how if you have a 4x4 outline for a character's hand, deleting (thus rounding) any one or two of the corners changed the charecter's body language substantially...

Don't have time to go try to find it myself :-\.

I think he made the elephant tusk look curved with that and/or something like antialising, but I haven't looked at it for long.
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: HeliumFreak on June 30, 2010, 01:55:14 pm
the gems in ironhand's tiles would need some sort of way to make them more noticeable, maybe a bit bigger, or instead of 1 round gem, a few ones

This is already the case. Im not sure if its not applied to all gems (if thats possible?) or if its based on their value but heres the proof

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.41!!!)
Post by: Vince on June 30, 2010, 02:17:04 pm
the gems in ironhand's tiles would need some sort of way to make them more noticeable, maybe a bit bigger, or instead of 1 round gem, a few ones
This is already the case. Im not sure if its not applied to all gems (if thats possible?) or if its based on their value but heres the proof
It's based on their value. Maybe he meant that the smaller ones are a bit too small.
Also I would prefer the same system to be used with ores and stones.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Xelnag on June 30, 2010, 02:33:50 pm
yup, what i meant is that the lowest value ones are hard to see, and it happens with ores too so if possible maybe some kind of improvement would be appreciated ;D

On a side note... that elephant DID remind me of boatmurdered, looking forward to him and maybe mario too? hah
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: WormSlayer on June 30, 2010, 03:32:18 pm
Awesome elephant!

I also like the current remains, I just had a skull laying around from making totems :P

All the tiles I've done so far needed tweaking for visibility, this is what my remains look like right now:
(http://i.imgur.com/XFHij.png)
Oh and there is an ant hill well next to my refuse pile :D

And here are what the levers look like with dark and light knobs:
(http://i.imgur.com/a2dLN.png)
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: blub-dwarf on June 30, 2010, 04:02:34 pm
hey one question,

if i want to change the black space between the smoothed floores change to white. Do i need to change the background behind the dwarfs too?

thanks

Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Xelnag on June 30, 2010, 04:26:40 pm
IMO lever set on "ON" mode, should be a bit brighter. Not sure though, but seeing just that pic makesm e  think that way.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: WormSlayer on June 30, 2010, 07:39:24 pm
Blub: Thats Ironhand's department, but yeah I reckon you would be looking at quite a bit of work to do that...

Levers revisited.
(http://i.imgur.com/bSeHO.png)
The on lever here is as bright as it's possible to make it because of the way the game colours things based on material.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on June 30, 2010, 07:51:50 pm
that new brighter lever looks great, and also, those weapon racks are much better now worm I can see the rack part now :D bravo!

So when are we gonna get a new version!! (I made the change from Phoebus and am just living with hunting down rock types by endlessly scrolling my loo'K' cursor over all the exposed walls :( hehe)

EDIT: Just to give you an idea of my troubles...
(http://img197.imageshack.us/img197/4222/gneisssilver.png)
That's Gneiss with a vein of silver running through it... it's easy to see the silver vein right now by the silver left on the floor, but when looking at the walls I have real trouble telling the gneiss from the silver at a glance. If I focus on the spot I can *just* make out the difference, but to me it needs to be different enough that metals stand out over stone.

Is it just me??
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on June 30, 2010, 07:57:35 pm
oh woot I just read that wormslayer is officially on board, woohoo!

What you guys are doing is literally going to bring DF to a bigger audience, you watch. I think a lot of people nowadays are put off by the graphics and you're fixing that as we speak :)

I know a friend of mine rejected DF cause of the graphics... if I take it back to him with a complete ironhand/wormslayer set he'd change his mind, and I think that'd go for a lot of other people too.

Have you considered making the gem markers shaped like:
_
\/

like a cut diamond, instead of round? I know that its not realistic as such but as an abstract it immediately screams 'gem!'

Hope you guys don't mind my little suggestions :) I hold no ill feelings if you reject any of my thoughts, I just wanna throw ideas out there to assist you ;) I fully expect some of my ideas to be crap but... no harm in stirring up discussion right? :D
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: WormSlayer on June 30, 2010, 09:34:49 pm
I have exactly the same problem as you TT - Gold/Orthoclase is as hard to distinguish as Silver/Gneiss, I'm bugging Ironhand about it :P

Cabinets are still giving me trouble, but how about this for new chests?
(http://i.imgur.com/rkJUd.png)

Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on June 30, 2010, 09:45:39 pm
I like the chest mate! Cabinets already look pretty cabinet-y, maybe just snazz them up a little instead of redesign?

It might be hard, but I reckon it's important to get it so that stone, dirt, metal, gems and coal are all easily distinguishable. It doesn't necessarily have to go as far as them being distinguishable from each other, for example, we don't need to see a major difference between granite and slate, they can both look like stone, and both be grey.

What's important I think is being able to look and easily see veins of ore/coal amongst the stone, so therefore it's important to have a different graphic for each 'type' of minable tile :)

Good luck easily mining a vein of gold in a bunch of orthoclase as it is haha

I wait in anticipation of the next release, dynamic duo!
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: WormSlayer on June 30, 2010, 11:01:22 pm
Again I really like the current Cabinet tile, it's a great bit of pixel art!

But, IMHO it is a "chest of drawers". A "cabinet" is different, taller bit of furniture?

Something like this:
(http://i.imgur.com/y4s6g.png)
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on June 30, 2010, 11:17:50 pm
*claps*
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Hippoman on June 30, 2010, 11:43:02 pm
*THUNDA CLAP*
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Wavecutter on June 30, 2010, 11:49:52 pm
*slow claps*
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Theodolus on July 01, 2010, 12:08:36 am
I like the design of both the chest and the cabinet. With that said, some constructive criticism:

The chest seems a little big compared to the other tiles. I know that you are limited in the amount of detail you can smoosh into smaller spaces, but making it a touch smaller with a shadow or something might alleviate the issue.

The cabinet looks a little awkward to me. This could be because of preconceived notions of what a cabinet is. When I think a cabinet I think of a taller structure with all doors. I would suggest doing one of two things. Either make it have two tall doors (this may make it seem more like a wardrobe though), or turn the left side of drawers into two equally sized doors. I think the latter suggestion would be the most cabinet like.

Disclaimer: You could leave a gob of stuff exactly the way it is and I would still play with this tile-set. I'm not a pixel artist and am amazed at the detail you manage to squeeze into these tiles.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: WormSlayer on July 01, 2010, 01:02:27 am
I was just going to show off a slightly smaller version of the chest :)
(http://i.imgur.com/mUEjQ.png)

Also new mechanism gears:
(http://i.imgur.com/NdONp.png)

A tweaked Masonry Workshop/Kitchen tile that blends a lot better with the generic workshop (counter?) tile:
(http://i.imgur.com/BgC22.png)

And ever-so subtly different, but totally redone Levers:
(http://i.imgur.com/wtAvr.png)
 (Bane of my life now! lol!)

And yeah I will probably revisit the cabinet in the near future! :)
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Bloogonis on July 01, 2010, 01:05:49 am
The cabinet is also the Dark Tower icon for the world map, I have yet to see a set that makes a good Dark Tower. This one shows amazing potential for that.

I have yet to use this set, but it is top on my to do list when I 1) go back to the new version and 2) go back to graphics (which should come around the same time I return to the new version)

A lot of people have trouble with walls and floors looking to much alike, a way to fix that would be to have a more pronounced edge on the wall tiles. sort of like a more subtle version of your transition effect might work? I dont know if that is possible at all though.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: WormSlayer on July 01, 2010, 01:14:49 am
Good point about the Towers on the world map!

I can only imagine what wonders Ironhand has in store regarding the walls and stuff :)
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Cheddarius on July 01, 2010, 01:37:57 am
By the by, Ironhand, what do you think of Worm's work? Is it similar enough to the style you draw/want that it'll get into the final set? It could cut down on work a bit if there were two people working instead of one.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on July 01, 2010, 01:41:01 am
Chedd, it says on the original post that wormslayer is officially onboard :D woot!

I would suggest a name change to the Ironworm set :P But I think the Ironhand branding has already set in... it'd be like Coca-Cola changing their name now >_<
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Cheddarius on July 01, 2010, 01:55:47 am
Ah, I see. Never mind.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: WormSlayer on July 01, 2010, 02:24:36 am
Nah the name is cool, at the moment the tileset contains graphics by dozens of people and Ironhand has a whole bunch of credits at the top of the thread :)

3D cage?
(http://i.imgur.com/kgCF6.png)

:D
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Acanthus117 on July 01, 2010, 02:25:41 am
OHMAGAWD THAT IS AWESOME
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Bloogonis on July 01, 2010, 02:37:57 am
I just noticed the beds are now glaringly lacking with all this epic, and now its almost 4am here, I need sleep. Off to bed
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on July 01, 2010, 02:40:23 am
I Prefer the old side on cages personally, rather than the 3d ones... tbh I prefer flat to 3d in most all the graphics... like how the chests and cabinets are :)

EDIT: Any idea when we can expect an updated download? I'm dying to see all this awesomeness in my own fort! :D
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: ILikePie on July 01, 2010, 03:14:45 am
I agree with TealThanatos, the cage looks incredible, but the 3dness doesn't really fit in with the rest of the graphics.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on July 01, 2010, 03:44:21 am
Yeah, it's not like the cage looks bad, it doesn't, it looks great, but mixing 3d and 2d graphics will start to look strange, it has to be all one or the other... Personally 2d fits best... that's Dwarf Fortress after all! ;)
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Vince on July 01, 2010, 03:47:58 am
TealThanatos: I'm with you in the matter of more distinguishable ores. Although I'd prefer Ranting Rodent's (http://www.bay12forums.com/smf/index.php?topic=29706.0) approach, because it uses graphics instead of icons.

So: PLEASE give us ore symbols, differentiated by value, oh mighty Ironworm! :D
(you can even recycle his raws to have value thresholds, that's what I did - makes the whole thing more compatible and easier to learn for coverts ;) )

cage: I like 2d better. The perspectives are more consistent that way, i think.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Prastary on July 01, 2010, 03:51:14 am
I'm afraid that with WormSlayer and Ironhand working together there will be less Ironhand in Ironhand. Ironhand has a specific style, and WormSlayer has another specific style, both are great (I personally prefer Ironhand), and it would be better if two such great 'artists' would compete with each other, each in his own style. But now I only have hope that one of them will not stop realising his vision when the second will finish some graphics, and vice versa.
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: TealThanatos on July 01, 2010, 05:09:34 am
I think they mesh rather well :)
Title: Re: Ironhand's Graphics Set (elephants!)
Post by: Ironhand on July 01, 2010, 05:56:34 am
Wow, I missed so much!

A few quick answers before breakfast:

0.42 will be released sometime TODAY.

I don't see my relationship with the Worm as a competitive one at all.
I think this collaboration will not only increase the quality of my set,
but also at least double the speed with which it is updated and grown.

I'm off to breakfast. I'll be back in a bit and I'll answer everything else.
Title: Re: Ironhand's Graphics Set (talk to the Hand)
Post by: Ironhand on July 01, 2010, 07:16:29 am
Okay, let me go down through the list and give some responses:

Ore doesn't stick out from stone.

I guess I tend to gravitate towards gritty, similar, blending stone tiles.
I like a realistic wall enough that I sacrifice playability for it...
Now that I've figured out how to paint transparent tiles better,
I will go back and repaint a bunch of my old ore and stone tiles.
I think if they've got some real transparencies to them, they'll be way better.
Not for this release, though.

Gems could use some love too. Maybe make them diamond shaped?

I love this idea. The gems we've got right now I snatched from somebody else.
I think this would be a great thing for WormSlayer to make for me, actually.
WormSlayer: you render it at 4 different sizes (maybe 6, 9, 12, and 14 pixels tall),
and I'll slap some magic backgrounds down behind them and put in the shines and stuff.

Are our ceaseless comments and suggestions and critiques a good thing?

They most certainly are! Keep it coming! Challenge us to make nothing less than the best graphics set ever!

WormSlayer: Hey, lookit; I made some stuffs! *stuffs stuffs stuffs*

Oooo, them's some lovely stuffs. More specifically:
Chest: maybe a little weird... bit it's an improvement.
Cabinet: lovely. I feel like it could be even better, though.
Mechanisms: Hot.
New workshop tile: HOT.
New levers: H. O. T.
New cage: Lovely, but I think I agree with the gents.

Some praise and stuff.

Yay. We love you too. <3

Now I'm off to finish up 0.42.

Get excited.

Think Deep.
Title: Re: Ironhand's Graphics Set (talk to the Hand)
Post by: Vince on July 01, 2010, 07:25:36 am
Okay, let me go down through the list and give some responses:

Ore doesn't stick out from stone.

I guess I tend to gravitate towards gritty, similar, blending stone tiles.
I like a realistic wall enough that I sacrifice playability for it...
Now that I've figured out how to paint transparent tiles better,
I will go back and repaint a bunch of my old ore and stone tiles.
I think if they've got some real transparencies to them, they'll be way better.
Not for this release, though.

If that's the case: would you mind if I did an alternate version that would consist of the value-differentiated ores I keep whining about? :D
It would consist of different stone raws and a changed tileset.

Edit: Is it just me or are the capital letters not vertically aligned? (visible in the ESC-menu)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 07:42:54 am
Eh, I think everybody else wants value-differentiated ores too.
So I'll probably end up doing that myself anyway.

And... I hope they're aligned. I thought I fixed that.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Vince on July 01, 2010, 07:48:42 am
Eh, I think everybody else wants value-differentiated ores too.
So I'll probably end up doing that myself anyway.
Hehe, ok then.
And... I hope they're aligned. I thought I fixed that.
Yes, the horizontal alignment. But not the vertical.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Flick on July 01, 2010, 08:59:42 am
First, thanks for this wonderful graphics set, it rules!

One problem I'm having is pretty low contrast for  highlighted text in some/most menus.
Not sure if I'm just blind, or if it is a problem with my monitor or something, but in e.g.
in the military screen I'm having a hard time figuring out which column is highlighted.

Other than that, and of course the hardly distinguishable ores/gems/stone, it's pretty much perfect :D
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 09:06:35 am
Yeah... that's just a problem with my color scheme.
The worst one is green vs. light green (like the military screen).
Maybe I'll change them a little bit for this release.


Vince: I slid the capital letters sideways a bit so that
there wouldn't be gaps at the beginning of words.
Kind of a band-aid for the monospaced font.
Do you not like it? Should I move them back?


...
Anyway, I put bricks behind text, with transparent shadows:

(http://i49.tinypic.com/5upet1.png)

And I also put some bricks on that
tile right before the alphabetic characters.
And apparently, that one's used for menus:

(http://i48.tinypic.com/260yf46.png)

(not ones like the z-menu; just sidebar menus)

I think it's pretty awesome.


But then I went and looked underground...

Spoiler (click to show/hide)

Whoops.

I guess that might be distracting...
I dunno, though, it's almost worth it.

Maybe I could make it darker or something?

Or maybe I'll release it this way and you guys can
try it out and see if you like it or if it's too confusing.

What do you guys think?
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Sean Mirrsen on July 01, 2010, 09:12:28 am
I actually thought of this when you made the numbers. In my opinion it's great, but it'll have to be a darker shade to be less distracting. It'll be perfect if Toady allows the underground to be custom tiles instead of preset ones.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Wavecutter on July 01, 2010, 09:13:47 am
Is that large area of brick smoothed stone floor? If it is, cool. If not, I must say I don't like so much.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Sean Mirrsen on July 01, 2010, 09:17:00 am
Maybe if you made it a rough stone texture instead of a block texture...
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Thundrim on July 01, 2010, 09:27:26 am
Do not apply noise when it can be avoided, is my humble opinion. There must be a void in order to appreciate form. Without this contrast there is only void or only form. Your forms thrive best when they stand out from the void. Perfection comes not only from creation, but with the ability to know when or where not to create. This is my plea for balance. :)

---
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Prastary on July 01, 2010, 09:40:32 am
Maybe if you made it a rough stone texture instead of a block texture...

This was proposed a zyllion times, a rough texture instead of "smooth" texture behind tiles, because there is more rough tiles in game than smooth.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Xelnag on July 01, 2010, 09:48:09 am
I have to agree here, smoothed tiles for the underground stuff are not gonna cut it IMHO, it seems a bit "off". As suggested above, a lot better if you do it with rough ones and darker if possible so it doesn't stand out as much.

Looking forward to 0.42 today !
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: s20dan on July 01, 2010, 09:54:06 am
Looking forward to 0.42 today !

Yes yes
Title: Re: Ironhand's Graphics Set (the Hand cracks its knuckles)
Post by: Ironhand on July 01, 2010, 09:55:10 am
Sigh.


Yeah, I suppose you're right.

I guess I know how I'm gonna spend the night.
We might have to push the release back to tomorrow at noon.
But it will be worth it.

It will have rough floor tiles under everything,
all of WormSlayer's awesome new furniture,
elephants, plus maybe hippos and gorillas,
tile magic punctuation (when black-on-white)
and all sorts of other awesome stuff.

For now, I have to go do real work for a few hours.
By 6 or 7 I should be agonizing over these floors,
and by tomorrow morning sometime, I'll share the love.

I may get back online tonight.
Cheers for now.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Vince on July 01, 2010, 10:18:41 am
Vince: I slid the capital letters sideways a bit so that
there wouldn't be gaps at the beginning of words.
Kind of a band-aid for the monospaced font.
Do you not like it? Should I move them back?

I meant this: http://img85.imageshack.us/img85/7504/badfont.png
I don't know if that is in vanilla, too, though. Just checked, it is aligned there!

Keep up the good work! :)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 11:47:35 am
Yeah, I was trying to make it look less mono-spaced.
I guess it was a bad idea. I will build it again tonight.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Hippoman on July 01, 2010, 12:07:19 pm
I was just going to show off a slightly smaller version of the chest :)
(http://i.imgur.com/mUEjQ.png)

Also new mechanism gears:
(http://i.imgur.com/NdONp.png)

A tweaked Masonry Workshop/Kitchen tile that blends a lot better with the generic workshop (counter?) tile:
(http://i.imgur.com/BgC22.png)

And ever-so subtly different, but totally redone Levers:
(http://i.imgur.com/wtAvr.png)
 (Bane of my life now! lol!)

And yeah I will probably revisit the cabinet in the near future! :)

HAHA my furnace operator strikes again.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Aklyon on July 01, 2010, 02:03:53 pm
By the time this reaches v1, It will be better than Mayday's for showing new people Dwarf Fortress.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Vince on July 01, 2010, 02:55:56 pm
By the time this reaches v1, It'll probably be batter than Mayday's for showing new people Dwarf Fortress.

Excuse my boldness, but I think it already is.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: WormSlayer on July 01, 2010, 03:17:03 pm
HAHA my furnace operator strikes again.

That little dude is an expert photo bomber! :P

Trying out Theodolus' suggestion of replacing the drawers on the left side of the cabinet with another couple of doors. (And yes with 2 full length doors it was undeniably a cupboard...)

Drawers: (http://i.imgur.com/qGnQa.png)

Doors: (http://i.imgur.com/0txBs.png)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: afoninv on July 01, 2010, 03:19:18 pm
It looks wooden... What a stone version would look like?
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Theodolus on July 01, 2010, 03:27:22 pm
Nice! I have to say that I personally do prefer the doors over the drawers. I might be somewhat biased though.  :-\

The handles on the left side might be nice with a bit more definition, but that might make them look weird. *shrugs*

Also, I agree, seeing a stone version would be nice, to ensure it looks good in all the material types.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Nabobalis on July 01, 2010, 03:30:47 pm
Do a 24*24 tileset please  :-*
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: WormSlayer on July 01, 2010, 03:40:39 pm
Here are a couple of desaturated ones for comparison:
(http://i.imgur.com/YiugE.png) ~ (http://i.imgur.com/Rn0mR.png)
(And yes I did change the second one a bit :P)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Sean Mirrsen on July 01, 2010, 03:50:53 pm
Since it's also going to be used for dark towers, I have to say the first one looks more like a tower. And it really makes a more "cabinet" impression, as opposed to the other's "cupboard".
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: blub-dwarf on July 01, 2010, 04:06:58 pm
on my opinion looks the drawer better as stone version and the door better in brown
 :)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: WormSlayer on July 01, 2010, 04:09:19 pm
I think I prefer the one with drawers but I'm still open to suggestions and will mess with it some more later.

Cages: Revisited... Still flat but with a subtle hint of depth?
(http://i.imgur.com/ZshnG.png)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Theodolus on July 01, 2010, 04:14:11 pm
Bay12Forums: The only place you can debate the looks of a cabinet and not sound like a crazy person. :P
I like either cabinet at this point. Though it would be interesting to see one with two doors on bottom and a long drawer on top... I'll have to try my hand at pixel art one of these days if I keep hanging around this thread. :D

For the cage... it's nice, but still seems more hatch or bars like than cagey. But I honestly have no idea what to do to make it looks more like a cage.

Edited to not sound so pretentious. :-\
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Xelnag on July 01, 2010, 04:45:30 pm
The cage is nice, but for some reason i tend to think when i look at it that its a hole on the floor with bars on top rather than a cage :O. Not sure how to fix that, looks cool to me anyways ^^
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Star Weaver on July 01, 2010, 04:50:42 pm
Now I'm imagning dwarven cages as top-loaders in general :D
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Meanmelter on July 01, 2010, 05:23:13 pm
Yay a release for .08!

I shall now name my Military Captain Ironhand. Maybe see if I can get him to adopt some Lamas.

Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 05:32:11 pm
Awesome.
I am honored.

EDIT: (http://i46.tinypic.com/149s2eo.png)  Pppbt!
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Meanmelter on July 01, 2010, 05:38:00 pm
Awesome.
I am honored.
Nah, I have not started. Going to see if I can get four statues that are about you or Lamas and going to make them visible at my entryway.

Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Acanthus117 on July 01, 2010, 05:41:40 pm
IRONHAND IS A GOD

WE MUST GIVE HIM PROPER TRIBUTE
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Meanmelter on July 01, 2010, 05:46:35 pm
IRONHAND IS A GOD

WE MUST GIVE HIM PROPER TRIBUTE
Can't think of anything but that.

I would drop some items in a Large Pit with a fire in the center as a Sacrifice, but the fire would go out and I can not re-do the fire as I would have sealed the Pit.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Acanthus117 on July 01, 2010, 05:48:54 pm
WE SHOULD GIVE HIM OUR PRETTIEST MAIDEN

DON'T HOG THE MAIDENS MEANMELTER

/capslock is cool yo
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Meanmelter on July 01, 2010, 05:55:02 pm
WE SHOULD GIVE HIM OUR PRETTIEST MAIDEN

DON'T HOG THE MAIDENS MEANMELTER

/capslock is cool yo
HE IS ALREADY MARRIED TO THE PRETTIEST MAIDEN AND HAS ALREADY HAD 3 KIDS!

Also, his wife is almost a Legendary Lasher. No I do not want to know how she got High Master with it.

She also leads a squadron of Recruits, I use her as the Trainer Person, as she is a Skilled Teacher.

So I guess "The Dwelling Iron" Gets a 10x5 Meeting Area all for themselves.

EDIT: I forgot to mention that one of your babies were snatched.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Urist McFail on July 01, 2010, 05:58:18 pm
A few people have mentioned things like cabinets also used as dark towers.
Excuse me for being dense, but are these displayed in adventurers mode (never played that mode) or just the world map before embark?
Personally, if its only the embark map, I don't see what the problem is, I mean, before the graphics tiles it was probably a " or an @ or something.

Feel free to change them anyhow is necessary and screw the world map!

Or, is there no way to swap a graphics tile upon embark? that way a custom ileset could be made for the world map? is the map fully loaded into memory at game startup? can it be purged/reloaded?
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Hippoman on July 01, 2010, 05:59:43 pm
I think I prefer the one with drawers but I'm still open to suggestions and will mess with it some more later.

Cages: Revisited... Still flat but with a subtle hint of depth?
(http://i.imgur.com/ZshnG.png)

NO. Ehh Thats a hatch on the floor.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 06:02:17 pm
I would love to be able to use different sets for different parts of the game. Doesn't work that way, though.

Don't give WormSlayer a rough time. He's awesome.
But yeah, that cage isn't your best work.

GORILLA (http://i45.tinypic.com/2czxac5.png)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Acanthus117 on July 01, 2010, 06:03:11 pm
D'awww

HES ADORABLE

((although I won't like him as much when he kills my dwarves))
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 06:22:44 pm
(http://i46.tinypic.com/wkqpvt.png)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Acanthus117 on July 01, 2010, 06:23:37 pm
D'AWWWWW
HES FUCKING ADORABLE

Man, this is awesome.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Kazang on July 01, 2010, 06:29:09 pm
My wordy opinions:

Elephant is pro, really very nicely done.
The chest is nice.
Mixing 2d with 3d or isometric perspective gets a bit confusing and looks messy from an art point of view, as it just doesn't make sense for continuity.  Exceptions being things like tables where you have to give an isometric view to give it a shape as it would just be a square in plan.  So sticking with the 2d cage and such is the better option I think.

The Cabinet needs symmetry, it looks lop sided or kind of on its end if it doesn't.  The old "chest of drawers" version is a decent approximation but your right that it's not a cabinet as such.
Personally I would do something like this (http://imgur.com/tt52O.png) which is just a roughly edited version of yours.  Since it's 18x18 and you had the old version with a off centre line in the middle it looks a little off so it may be better to make the centre line 2 wide of offset the whole thing 1 pixel and make it symmetrical, I didn't bother centring it as it's just for illustration and quite sure you could do a better job.  But that kind of look is a little more appealing, in my opinion at least the simplicity of symmetry suits it better.

I'm not a big fan of the trap tile either, it does look like bear trap right enough and more specific than the old tile but looks kind of "messy" in game.  The old trap tile is abstract and can make you instantly think generic trap but also volcano, which is something that is lost with the more detailed one.  Since none of the traps are actually bear traps makes it a little odd as well, since the older graphics were abstract it didn't matter so much.   But that's a minor point and is personal preference as much as anything.

Levers need to stand out more I think.  Particularly the on/off states, red/green even if it is dulled by material colour slightly is better than dark and slightly brighter.  If you are thinking about colour blind people then using black as off and bright green for on would help.  Also I think it would be better if you separated the "handle" part from the "mechanism" part a little. So it looks something more like a real ratchet mechanism lever.  At the moment i think it looks like a babies rattle with half of the round bit cut off.  My google-fu is failing me so i can't find a good picture of what I mean but I will post something later.

Any chance of providing a version with transparent backgrounds for the ones with the smoothed tile background such as the meat, leather, brackets, parentheses and such?
Same with the text/numbers just a basic font without drop shadow or any nonsense like that.  Please  :D
psd/xcf would be just as good (if you do have backgrounds and text effects as separate layers that is) if you don't want to bother messing about for the minority(?) that prefer clean fonts and backgrounds. 
 


TL:DR Art is awesome, but needs tweaks. I <3 the elephant.  Also clean text version please!   :D
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Hippoman on July 01, 2010, 07:13:05 pm
I know, I love his work. But that cage. I would keep thinking its a hatch. It's a great hatch. Its too great of a hatch.
Dammit wormslayer you did too good.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 07:56:49 pm
Oh, I almost forgot:

I'm not using your bucket yet, WormSlayer,
because the bucket I kinda prefer one without a handle?
Because I'm using it for tunnel tubes as well as buckets.

If people really like the one with the handle, though,
I guess I could dedicate one of my precious extra tiles to tunnel tubes.
I currently have... I think five. I was planning on using them for plants anyway.

Oh, and it might or might not get slipped into this release,
but we could totally use a WormSlayer bed.
The one we've got is kinda boring.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: TealThanatos on July 01, 2010, 08:03:12 pm
My opinions:

The cabinet with the drawers is the best one. Don't make it symmetrical, that ruins it! :)

Buckets without handles, still looks like a bucket but can be used for other things as well, makes sense.

The latest cage is the best one.

Your animal sprites are awesome Ironhand!

Not sure what you meant about the floors, but yeah, the 'void' needs to be black, making it unexplored and mining it out is part of the fun. Making it look like smoothed floor not only detracts from the importance of how AWESOME your smoothed floors look, but detracts from the game as well, breaks immersion a bit :)

You're talking about making the floor stones look rougher? I hope you don't mean the smoothed stone floors! They're supposed to look smooth ;) hehe

Thanks for answering my questions before too, appreciate it :D

Keep it up gents!
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Wavecutter on July 01, 2010, 08:07:03 pm
I like asymmetrical cabinets.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 08:10:28 pm
Yeah, me too. I think.

So... here's what I've got right now:

(http://i50.tinypic.com/14lrama.png)

It's pretty dark. Is it void enough for you?
Or should I just go back to plain black?
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Ironhand on July 01, 2010, 08:29:02 pm
0.42; the answer to life, the universe, and everything;
will be released before noon tomorrow! It will be epic.

Any last (easy) requests; post them now.
I will read them in the morning.

Good night, Bay 12.
Think deep.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Meanmelter on July 01, 2010, 08:30:20 pm
A llama Race? :P
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: TealThanatos on July 01, 2010, 08:31:06 pm
It's fairly voidy I guess... but can you show us what it looks like next to smoothed floors rather than rough ones?

:) G'night!
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Hippoman on July 01, 2010, 09:28:31 pm
WHY CAN'T EVERYTHING HAVE IT'S OWN TILE?!
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Meanmelter on July 01, 2010, 09:43:31 pm
WHY CAN'T EVERYTHING HAVE IT'S OWN TILE?!
Always wanting to do it the easy way ehh?
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Hummingbird on July 01, 2010, 09:44:00 pm
It's pretty dark. Is it void enough for you?
Or should I just go back to plain black?

It IS plain black, on my screen. I've been annoying about how dark the tileset was before, but might I take this moment to recommend lowering the brightness of your screen while you tile?
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Thundrim on July 01, 2010, 10:03:49 pm
I can see the pattern. It has been rather generously subdued. This work is heavy on compromise, so the trade seems fair, if an additional purpose can be served.

Speaking of compromise, when there is doubt, maybe hint of a perspective? I modified the given example of the cage to illustrate this, Cage design and work belongs to WormSlayer, as shown earlier in this very thread. Just a quick butcher job.

(http://i174.photobucket.com/albums/w95/Sernon/ZshnG01.png?t=1278040995)

--- 
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Robsoie on July 01, 2010, 10:17:45 pm
I would love to be able to use different sets for different parts of the game. Doesn't work that way, though.

Don't give WormSlayer a rough time. He's awesome.
But yeah, that cage isn't your best work.

GORILLA (http://i45.tinypic.com/2czxac5.png)
A gorilla that needs to be put into a cage ?
That's a job for someone superdwarvenly strong ... Superdwarf !
(http://img339.imageshack.us/img339/694/superdwarf2.png)
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Theodolus on July 02, 2010, 12:00:10 am
Thundrim: Nice. Wormslayer put a hint of perspective on it, but the amount that you have on there is just enough to push it into pseudo 3d for me, which helps it look like a cage a LOT.

As far as the void space, I think I could get used to the darker tiles. I know that I really like it behind the letters, but at the same time I would really like to see the void and letter backing done in a rough stone type of look.

Other simple requests... how about an Ironhand/Wormslayer door? Not that the existing one is bad or anything, but it'll be replaced sooner or later and I can't see that being a terribly complicated tile to re-do. But then, who'd have thought the cabinet would generate the amount of controversy it did? :D
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: TealThanatos on July 02, 2010, 12:33:17 am
That reminds me, what is up with wooden doors in game at the moment? they seem to be a black nothing with two thin lines of brown down the sides? hehe
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: diriel on July 02, 2010, 12:33:57 am
As for the cage, look at the grey cube in Ironhand's void example. Take that cube, turn it into a "wiremesh" add your Cage Door, then add in matching bars on top. Boom, real deal cage.

I would love to have something very similar to your current cage door for a Wall / Floor grate graphic. Also I wonder it if would be possible to make some kind of Murder Hole graphic for Fortifications? I just changed to the Ironhand tile set, and honestly I have not yet got far enough into the fort to really see first hand all the goodness! But the screenies i have seen are pretty impressive.

Thanks for all the hard work guys!
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Sean Mirrsen on July 02, 2010, 12:40:40 am
Yeah, me too. I think.

So... here's what I've got right now:

(http://i50.tinypic.com/14lrama.png)

It's pretty dark. Is it void enough for you?
Or should I just go back to plain black?
Yeah, that's sufficiently voidy. Can you show us how will text look on that?
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Hippoman on July 02, 2010, 01:11:30 am
It's pretty dark. Is it void enough for you?
Or should I just go back to plain black?

It IS plain black, on my screen. I've been annoying about how dark the tileset was before, but might I take this moment to recommend lowering the brightness of your screen while you tile?

I can see the pattern. It's like a checkerboard for some reason.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Xelnag on July 02, 2010, 03:07:10 am
There IS a pattern but a lot better than previous one in the color imo, if numbers are cool with this i would say it's perfect, otherwise i guess going black is the only thing left.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: Prastary on July 02, 2010, 03:41:36 am
Any chance of providing a version with transparent backgrounds for the ones with the smoothed tile background such as the meat, leather, brackets, parentheses and such?
Same with the text/numbers just a basic font without drop shadow or any nonsense like that.  Please  :D
psd/xcf would be just as good (if you do have backgrounds and text effects as separate layers that is) if you don't want to bother messing about for the minority(?) that prefer clean fonts and backgrounds. 

Yes, an alternate png added to the pack with no backgrounds would be great.

And the new animals are beautifull. Cannot wait to see what you will do with humans and elves.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Ironhand on July 02, 2010, 07:18:14 am
0.42 (http://dffd.wimbli.com/file.php?id=2511)

WormSlayer hath done much awesome!
In the form of furniture:

A cabinet,
a chest,
some levers,
a skull totem,
barrels and bins,
a weapon rack,
a toy box,
a cage,
a trap,
a well,
mechanisms,
and an anvil.

The font has been completely redone and realigned,
and it has super-special magic backgrounds.

There is an alternate tileset in the package
without background for text and numbers
(and with perfectly black void tiles).
Just change
"ironhand.png" to
"ironhand_clean.png"
in your init.txt file, in data/init.

Also, new elephants!
And gorillas!

And all the tilemagic backgrounds have been changed
from smooth masonry floors to rougher stone ones.

Tile magic punctuation!
When text is drawn white-on-black,
all the commas and quotes and everything show up.

Enjoy!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Patchouli on July 02, 2010, 07:27:57 am
Tile magic punctuation!
When text is drawn white-on-black,
all the commas and quotes and everything show up.
That's pretty awesome.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Ironhand on July 02, 2010, 07:29:46 am
I know, right?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 02, 2010, 07:57:37 am
*does the "we're not worthy" motion*

We're not worthy! We're not worthy!

Awesome man, thanks for the update, woohoooo! I will name my two most important Dwarves Ironhand and Wormslayer in your honour!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 02, 2010, 08:00:52 am
PS - Have a good break mate, I'm sure we'll all eagerly anticipate your return... you've earned it ;) hehe
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Thundrim on July 02, 2010, 10:45:58 am
Excellent job. I have merely two issues with the new version. Digression: My secret dream of breeding Elephants must soon take place!

It looks like the darkened "void" pattern also manage to create an emergent grid when repeated, this invade the senses in new and unexpected ways. This is an initial impression. mind you.

The outlined letters on the main play screen, as in the Dwarf Fortress title, give about the opposite impression compared to the nice solid font we can observe otherwise. I can see it is used to highlight letters in various menus, but it comes out as very hollow, and it appears far from solid and not very stony, ( at least not when outlined in that manner) compared to everything else. Nice effect with the highlighting though!

That be all for now, well done!

--- 
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Kazang on July 02, 2010, 11:20:56 am
Very slick.

Thanks a lot for the clean text version.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 02, 2010, 11:50:35 am
And again bundled with the game... :D
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Aklyon on July 02, 2010, 01:04:55 pm
And again bundled with the game... :D
Ironhand! don't forget to make the separate version! (you told us to remind you of that)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Ironhand on July 02, 2010, 02:57:57 pm
Gah!


Alright, fine.
Here (http://dffd.wimbli.com/file.php?id=2617).
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 02, 2010, 03:44:11 pm
Fear the Zombie Gorilla! :D

Maybe this front-on, with a little bit of perspective cage can contain him? :P
(http://i.imgur.com/OhICv.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Xelnag on July 02, 2010, 03:59:54 pm
That definetely looks more like a cage rather than a hatch, nice WormSlayer!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Thundrim on July 02, 2010, 04:19:19 pm
Brilliant WormSlayer. If that's not a cage, throw us all into it, and throw the key somewhere else. Then we can debate whether we're on the inside or not. ;D

---
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: diriel on July 02, 2010, 05:02:01 pm
Liking the cage WS :)

hmm...i hear dwarves screaming...time to go!
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: flatlander on July 02, 2010, 05:05:28 pm
By the time this reaches v1, It'll probably be batter than Mayday's for showing new people Dwarf Fortress.

Excuse my boldness, but I think it already is.

As a new* player I agree... this is the first tileset I stumbled on a two weeks back and I love it...


* new players may have played old school games like zork, muds, and rogue/etc.

Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 02, 2010, 05:26:10 pm
Cage in game:
(http://i.imgur.com/e3Tfi.png)

New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: diriel on July 02, 2010, 05:35:04 pm
Married couples sleep in the same bedroom, and dwarven kids do happen...:)

Having *Fun* cya!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Jiri Petru on July 02, 2010, 05:45:16 pm
Just popping in to say your newest subtitle is awesome, Ironhand.

Also, to seem less off-topic, I'm really digging this tileset. I've tried to use it on my 1280x800 but it looks too blurry, so tough luck. I envy you guys who can use it in full resolution. I'm thinking of buying a new monitor, and this tileset is one of the (many) reasons for it.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Wavecutter on July 02, 2010, 07:26:54 pm
Cage in game:
(http://i.imgur.com/e3Tfi.png)

New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?

Dwarves can share beds.
Title: Re: Ironhand's Graphics Set (the Hand talks)
Post by: WormSlayer on July 02, 2010, 07:41:57 pm
A gorilla that needs to be put into a cage ?
That's a job for someone superdwarvenly strong ... Superdwarf !
(http://img339.imageshack.us/img339/694/superdwarf2.png)

You should make a mod where there is a small chance of Superdwarf showing up during a siege and punching the shit out of all the goblins? :P
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: LucasUP on July 02, 2010, 07:54:27 pm
Just checked out the new version quickly, looking awesome.

One thing quickly: I don't see the tile-magic punctuation when text is white-on-black (like on main menu screen)
Used the upgrade version

New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?

I like the look of the base of the bed, but the small two pillows make it very hard to identify as a "bed". Looks more like a empty slab of rock. Make the pillows bigger, or yeah, just make one (big) pillow.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 02, 2010, 07:57:22 pm
I think the new font is awesome... literally AWESOME. Well, it's the same font, but whatever you did made it ten times more readable. I can now scroll easily through the unit list and see names pop out instead of it being a big jumbled mess like before.

Sorry to say it wormy old pal but I don't like those new beds D:

Maybe it's the scale or something, the bed looks tiny compared to the dwarves... drop it back to one pillow, even though dwarves share, the great thing about this tileset is the subtle mix of symbolism and realism, and that bed is too far towards realism and so it makes it seem out of place, in my opinion :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Hummingbird on July 02, 2010, 09:17:34 pm
I think what's weird about that bed is that most objects in the tileset, such as cabinets, cages, dwarves, etc., are drawn from the side, whereas the bed is drawn straight from the top.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Patchouli on July 02, 2010, 09:33:33 pm
Just checked out the new version quickly, looking awesome.

One thing quickly: I don't see the tile-magic punctuation when text is white-on-black (like on main menu screen)
Used the upgrade version

New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?

I like the look of the base of the bed, but the small two pillows make it very hard to identify as a "bed". Looks more like a empty slab of rock. Make the pillows bigger, or yeah, just make one (big) pillow.
Yeah, I tried it out, it looks like it works the other way around, when it's black on white.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Meanmelter on July 02, 2010, 09:51:32 pm
Could we remove the Grey Stone Background on the Dwarfs and animals? I liked the Black background better, because now my orange Dining hall magically changes to a grey Dining Hall.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 02, 2010, 09:52:46 pm
Oh, I keep forgetting to mention this problem Ironhand... You can't see the 'blocked' tiles when placing a workshop. All the X's are the same colour :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: s20dan on July 02, 2010, 10:00:07 pm
Have the raws changed at all in the latest version?  I usually just replace the raw graphics and Art folders, just want to make sure I won't be missing out on anything else, as I use modified raws and can't be arsed to keep changing them ;)

 Cheers.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 02, 2010, 10:22:00 pm
Even though they are actually shorter now, with a bit of perspective the beds look longer?
(http://i.imgur.com/zgXUt.png)
Also that blanket is blue in the base tile, but the brown tint of the wooden bed makes it appear green, kind of cool?

And "OFF Lever" Version 500.2
(http://i.imgur.com/kCAp6.png)
Edit: Damn forgot to adjust brightness on its base... v500.3 coming up :P
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Aklyon on July 02, 2010, 10:34:10 pm
Have the raws changed at all in the latest version?  I usually just replace the raw graphics and Art folders, just want to make sure I won't be missing out on anything else, as I use modified raws and can't be arsed to keep changing them ;)

 Cheers.
not unless you count the llamas that have been included since the beginning.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Thundrim on July 02, 2010, 10:44:24 pm
Beds with a bit of color AND a perspective? I say dang the bed bugs and jump into them!!! They must obviously be the correct size, since the Dwarf is no broader than the bed end.

---
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 02, 2010, 11:49:50 pm
Little doorknobs and keyholes?
(http://i.imgur.com/R5QPd.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Hippoman on July 03, 2010, 12:31:07 am
Cage in game:
(http://i.imgur.com/e3Tfi.png)

New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?
Love the cage.
Love the fact that my guy is in there.
Love the newest beds.
Love the doors.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: s20dan on July 03, 2010, 12:51:13 am
not unless you count the llamas that have been included since the beginning.

 Thanks, I have the llamas so my raws must be up-to-date

Even though they are actually shorter now, with a bit of perspective the beds look longer?
(http://i.imgur.com/zgXUt.png)

Wormslayer, wow I like those beds, nice one.

 Was just wondering if anyone knew this:
  With every graphics pack I have used so far, metal doors always look metal-like until you actually place them, then they look like the regular stone doors. Whats up with that?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 03, 2010, 02:00:14 am
Hey Wormy, the cages look good but when they're stacked together they blend together. Put a stack of cages in a line and you'll see what I mean... they need a small gap between them matey :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 03, 2010, 05:05:49 am
Another small bug for you, when brooks are frozen they look like grey boulders on top and ice underneath o_O
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Sean Mirrsen on July 03, 2010, 06:19:09 am
That's how they always looked. Boulder-tiles on the top level, a wall of ice underneath. Ironhand has nothing to do with that.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Kazang on July 03, 2010, 09:19:11 am
Little doorknobs and keyholes?
(http://i.imgur.com/R5QPd.png)

Perfect.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Ghundio on July 03, 2010, 12:51:29 pm
I really love this graphics set and just have a quick question:
    Is there a way to make use of this graphic set with Civilization Forge 2.1? I tried just installing the mod over an installation of v 0.42 but all the gems and mineral veins seemed to be messed up.

(http://i46.tinypic.com/27zz2uf.png)

I have a feeling that flint isn't supposed to look like barrels...
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Wavecutter on July 03, 2010, 01:21:56 pm
The raws for Ironhand/Wormslayer GFX set depends upon heavily modified raws. To make it work you would have to hand edit the raws to fit.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Aalto on July 03, 2010, 01:42:34 pm
Or you could just use the raw tile merger (http://dffd.wimbli.com/file.php?id=2178).

Edit: which wouldn't actually do anything for new stone types and such, so nm me.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Sean Mirrsen on July 03, 2010, 02:20:23 pm
I can also report that I don't see any fancy punctuation in the menus, just normal stone texture. Also, why'd you make spaces darker, Ironhand? I know you made them dark for the underground, but why not set the text to the same background?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 03, 2010, 05:22:16 pm
Slightly smaller cages :)
(http://i.imgur.com/cF3wf.png)

I swear that little dude can tell when I'm going to take a screenshot! He wasnt even dropping off a cage or caring for the animals, he just came and stood there! :P
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Meanmelter on July 03, 2010, 06:02:33 pm
Slightly smaller cages :)
(http://i.imgur.com/cF3wf.png)

I swear that little dude can tell when I'm going to take a screenshot! He wasnt even dropping off a cage or caring for the animals, he just came and stood there! :P
Say 'Camel Cheese!'
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Thundrim on July 03, 2010, 06:04:19 pm
Slightly smaller cages :)
(http://i.imgur.com/cF3wf.png)

I swear that little dude can tell when I'm going to take a screenshot! He wasnt even dropping off a cage or caring for the animals, he just came and stood there! :P



Haha. They have a mind of their own sometimes. Like Aulë in Tolkien's world, Toady animated the Seven Dwarves, and now they live even when he is not around. We are part of a new Mythology here.

Nice work on all those little objects at any rate, the new door is... adorable.  :D

---
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Harmonica on July 03, 2010, 06:41:31 pm
New cages are perfect. Just the right balance between pseudo-3D and isometric goodness.

Have you guys considering using tile and colour magic for the doors? You can do some funky things with transparencies on the doors, so that doors of particular materials show up with a two tone effect.

LordZorintrhox pulled it off with his Dwarfletter Gothic set:
http://www.bay12forums.com/smf/index.php?topic=38737.0 (copper doors with patina for example look amazing)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 03, 2010, 06:55:01 pm
Funny you should say that Harmonica, I was just actually trying to figure out WTF is up with doors... They seem to use either the foreground colour, or the alpha channel depending on which material they get made from?

As they are currently in our tileset, doors mostly work except with certain materials...
(http://i.imgur.com/k9yC9.png)
(Like Cobaltite in the middle there.)

Also I *REALLY* like how the Z level below the one your looking at is more visible in that tileset! May have to "borrow" that idea :D
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: KaelGotDwarves on July 03, 2010, 07:03:11 pm
Post to follow.

Good work :]
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 03, 2010, 07:10:02 pm
Quick hack, but I think it has potential?
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Aklyon on July 03, 2010, 07:33:21 pm
Funny you should say that Harmonica, I was just actually trying to figure out WTF is up with doors... They seem to use either the foreground colour, or the alpha channel depending on which material they get made from?

As they are currently in our tileset, doors mostly work except with certain materials...
(http://i.imgur.com/k9yC9.png)
(Like Cobaltite in the middle there.)

Also I *REALLY* like how the Z level below the one your looking at is more visible in that tileset! May have to "borrow" that idea :D
i think the cobaltite doors look cool.
But I can never find any, so i won't have any neato doors. :(
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Star Weaver on July 03, 2010, 07:54:01 pm
Heya~ Today I decided I wanted to see how my current fort looks with this set so I tediously (kdiff) merged the raws and all, and I like it so far :).

Can you usually build cages out of lead? I can't remember; but I did add a bunch of item tags to various metals. Lead cages show up as completely black tiles. Maybe something needs to be changed about lead to make it work.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Ghundio on July 03, 2010, 08:01:10 pm
The raws for Ironhand/Wormslayer GFX set depends upon heavily modified raws. To make it work you would have to hand edit the raws to fit.

I've got time, energy drinks, record keeper job set so I'll give it a try. Also notepad ++ has this handy compare plugin that should make this relatively easy... I hope.
All I have to change is the grid locations, correct?

Sweet, it worked.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Bloogonis on July 03, 2010, 08:21:18 pm
Quick hack, but I think it has potential?
Spoiler (click to show/hide)
last set I was using was DLG, and this was a feature that gave amazing depth, but wasn't really noticed unless you suddenly didn't have it. It looks amazing too! But thos blank spots are always a let down, cant wait to see what you can do with this effect. *holds breath in anticipation*
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Harmonica on July 03, 2010, 09:34:39 pm
Quick hack, but I think it has potential?
Spoiler (click to show/hide)

I actually never noticed that Z-level below effect was even there in that other mod.. but now you've experimented with it, I got to say, I love it! I think I like how it's a little darker than the current Z-level too.

As for the doors, I couldn't get my head around how DF works out the colours for them - it relies on alpha channels and transparency on the tiles and blending of the foreground and background colours/brightnesses, and modifying the settings for minerals in the raws so that they have particular colours. But then you probably knew that.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: HeliumFreak on July 03, 2010, 10:52:25 pm
Is it just me or are iron cages completely black ?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 03, 2010, 10:57:10 pm
Is it just me or are iron cages completely black ?

Probably, it seems there are a few palette issues to sort out :D

(http://i.imgur.com/tmLdl.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 03, 2010, 11:47:14 pm
Yeah, as is usual with any project like this, bugs will happen :) speaking of which... boxes are black with brown X's instead of brown with black X's ;)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 04, 2010, 08:32:39 am
Is it just me or are iron cages completely black ?

Probably, it seems there are a few palette issues to sort out :D

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

It's a tad too dark, but I love it.
I always to that with my custom tilesets, too :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 04, 2010, 01:27:19 pm
So I think I've figured out a balance between alpha and foreground that works for all materials:
(http://i.imgur.com/aLipk.png)

Could you guys with lead and iron cages give this tilesheet a go and post a screenshot of what they look like? :)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Hippoman on July 04, 2010, 02:02:15 pm
Slightly smaller cages :)
(http://i.imgur.com/cF3wf.png)

I swear that little dude can tell when I'm going to take a screenshot! He wasnt even dropping off a cage or caring for the animals, he just came and stood there! :P

He's trying to tell me something... Probably that he's awesome and wants to be a star.

Quick hack, but I think it has potential?
Spoiler (click to show/hide)


Theres something I was trying to do either those lines, that mean weapons. Can't we make them LOOK like weapons? Not just sticks?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Star Weaver on July 04, 2010, 02:38:52 pm
Lead cages:
Spoiler (click to show/hide)

However:
Spoiler (click to show/hide)
My cobalite doors don't seem to look like yours. The upper right is cobalite, the lower two are microline. Which also dosen't quite look exactly like yours either.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 04, 2010, 03:14:11 pm
My cobalite doors don't seem to look like yours. The upper right is cobalite, the lower two are microline. Which also dosen't quite look exactly like yours either.

Your color file is different from his, I guess.

About the "sticks" not looking like weapons:

It's part of the "tile transition" animation, a ballists tile and bolts.
So I guess you could only make them "spear" like at most without them looking out of place.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 04, 2010, 03:17:29 pm
My cobalite doors don't seem to look like yours. The upper right is cobalite, the lower two are microline. Which also dosen't quite look exactly like yours either.

Yeah thats probably my bad - I edited the post to point to a slightly modified image where the doors were using the same trick as the cages, I was hoping I did it before anyone downloaded but I guess I was too slow :D

If you re-download that test tilesheet, doors and cages should look even better :)

Theres something I was trying to do either those lines, that mean weapons. Can't we make them LOOK like weapons? Not just sticks?

Oh, now I get what you mean! Those are arrows and crossbow bolts. It's one of those annoying tiles used for several important things that we cant (yet) change...

It's a tad too dark, but I love it.

Yeah it's too dark for me in that shot too, but thats how dark it has to be, to be darker than floor tiles...



Ironhand has yet to work his magic upon them, but these basic gem shapes are more obvious?
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 04, 2010, 03:54:03 pm
Ironhand has yet to work his magic upon them, but these basic gem shapes are more obvious?
Spoiler (click to show/hide)

To be honest, I liked them as they were: raw. It's more realistic that way.
I my opinion the visibility problem could be more easily tacked if there were not one, but several small gems for the lowest value - maybe three.
Then two bigger ones for the next value, then one big one, then one huge one for the last value.
The same for ores.
Does this sound good?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 04, 2010, 04:23:37 pm
What about: 4 tiny, 3 small, 2 large and 1 huge rough gem?
(http://i.imgur.com/9pEoI.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Solace on July 04, 2010, 04:58:47 pm
Could the gems be... shinier? Pointier? Right now they just look like different colored rocks.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 04, 2010, 05:09:16 pm
The different counts are great, but now they look more like ore instead of gems.
The old tiles (from the first releases) were best in my opinion.

PS: I just sat here for a minute and wondered what the blue thing in the stone wall could be, until i realized it's just a mushroom.
The backgrounds make them like look they belong to the walls.
Is that fixable with more tile magic?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 04, 2010, 05:29:10 pm
Well to be fair, rough gemstones are pretty much different coloured rocks :P

But yeah just trying some stuff out :)

There seem to be a few inconsistencies between various background tiles, a symptom of how many times Ironhand has tweaked them I think. I'm sure when he gets back he will whip them all into shape!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 04, 2010, 05:43:24 pm
Well to be fair, rough gemstones are pretty much different coloured rocks :P
But yeah just trying some stuff out :)
I know, hehe :D It's always realism vs. playability!
There seem to be a few inconsistencies between various background tiles, a symptom of how many times Ironhand has tweaked them I think. I'm sure when he gets back he will whip them all into shape!
Nice to hear!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Thundrim on July 04, 2010, 05:45:46 pm
Been playing with the provided tileset above, and it is truly a marvel to behold. Got a nice view to a river one level down, looks pretty sweet on my widescreen. But ahh yes. That was not the reason to post. The chairs! The chairs have a perspective now, so the table looks well... a bit off. When placed next to a chair!  :P

---

     
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 04, 2010, 07:21:47 pm
Oops sorry about the chair, there are a couple of random experiments I forgot to hide before saving!

Just assume anything not in an official release by Ironhand is me goofing about and may or may not make it into the finished version :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 04, 2010, 08:05:09 pm
I like the new gem tile idea, but remember it doesn't have to be ultra realistic. I stylized representation works just fine, so although rough uncut gems do look like rocks, doesn't mean that the symbol for them on the walls can't be a cut gem :)

Lovin' the work.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Star Weaver on July 05, 2010, 02:39:47 pm
Issues I've found with Wormy's latest sheet:

Some things appear black on black: designated placement spots for beds, cabinets, chests; an engraving of a dwarf on a floor.

Trees and boulders no longer appear from later above.

Interior open space is very dark and hard to tell apart from some floors. (the upper floors are quartzite and mica)

Spoiler (click to show/hide)

I think that's all the buggish-things. I'm not sure I like the current chairs; the flat ones before looked good surrounding tables on all sides, these I'm not so sure about. Then again, I might have liked the (two-pillow) overhead bed more too :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Hippoman on July 05, 2010, 02:52:56 pm
Furnacey Strikes again
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Wavecutter on July 05, 2010, 04:32:03 pm
found a graphical problem.
(http://img594.imageshack.us/img594/32/capturecd.png)

The item on the left is an unbuilt screw pump, the item on the right is a built screw pump.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Passive Fist on July 05, 2010, 11:12:34 pm
Iron barrels look like that too.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 06, 2010, 06:06:58 am
Good news everyone! :P

Barrels use the same transparency/alpha method as the doors and cages so they should be an easy fix.

Will have to have a look and see if Star Weaver's problems are also related!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Ironhand on July 06, 2010, 06:47:16 am
Yeah, I just need to throw some white pixels behind there.

Oh, hey guys, by the way. I love you all.

It's great to see WormSlayer cranking out stuff here.
I'm looking forward to getting back and getting my hands on it.

It'll probably be next Tuesday before I actually have any time to do so.

Anyway, I hope you guys are enjoying the set! Stay awesome!

And let me know if you put anything else on DFMA. I love that.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Meanmelter on July 06, 2010, 02:31:00 pm
So does that mean you will get rid of the gray stone background on the Dwarf and some other animals?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Star Weaver on July 06, 2010, 07:45:22 pm
Random question... what is the little thingie that replaces the square brackets in this set? It sorta looks like a guy with a welding mask and a giant mitt, and it reminds me of some annoying enemies from Super Mario World or some similar age game ^_^
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 06, 2010, 11:34:47 pm
Not really sure which tile you mean... :D

Two-tone doors based on material foreground and background colours?
(http://i.imgur.com/MiQdO.png)
(Claystone / Microcline / Cobaltite / Orthoclase)

Hmm, come to think of it, basically everything could use this method...

:)
(http://i47.tinypic.com/2d7gao4.jpg)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Acanthus117 on July 06, 2010, 11:41:31 pm
I just realized that WormSlayer's Avatar is the sexiest thing EVER
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Star Weaver on July 07, 2010, 12:01:12 am
Not really sure which tile you mean... :D

Two-tone doors based on material foreground and background colours?
(http://i.imgur.com/MiQdO.png)
(Claystone / Microcline / Cobaltite / Orthoclase)

Hmm, come to think of it, basically everything could use this method...

The bottom tile in the left shop, the middle tile in the middle two. I think it's some sort of equipment pile?

Pretty doors, too ^_^. Doors are one of the things that really moved me away from a pure tileset to begin with, because most of them looked ugly in the middle of smoothed walls; only liked the ones with no bgcolor...
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Hippoman on July 07, 2010, 01:43:35 am
I LOVE THAT LAST DOOR. The orthoclase one.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 07, 2010, 03:12:01 am
wow, if you can two tone the doors to make them match the background colour, could you make the backgrounds on the dwarves and such dynamically match the ground to satiate the people who find that annoying? Personally I don't mind it at all but some seem to :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 07, 2010, 11:12:58 am
The bottom tile in the left shop, the middle tile in the middle two. I think it's some sort of equipment pile?

Yeah thats exactly what it is; the generic "clothing and equipment-like stuff" tile. As we replace more and more tiles it is starting to look a little out of place!

After consulting the wiki, the "]" tile may actually not be anything to do with clothing... Maybe it's supposed to be a work bench or something?

Quote
91 [ Clothing, armor, item stack opening tag, text
93 ] Floor tile in workshops and furnaces, item stack closing tag, text, clothing?, armor?

wow, if you can two tone the doors to make them match the background colour, could you make the backgrounds on the dwarves and such dynamically match the ground to satiate the people who find that annoying? Personally I don't mind it at all but some seem to :)

Thats more tricky, and down to the somewhat gimped way DF draws tiles on screen. Not dynamically, no. But yeah I'm one of the people bugging Ironhand to tweak the backgrounds so it's less obvious :)

Was just wondering if anyone knew this:
  With every graphics pack I have used so far, metal doors always look metal-like until you actually place them, then they look like the regular stone doors. Whats up with that?

I've spent ages trying to figure this out... I'm guessing its a bug?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Harmonica on July 08, 2010, 12:56:15 am
I LOVE THAT LAST DOOR. The orthoclase one.

This, a million times. ORTHOCLASE, IT IS THE FUTURE.

No cobaltite doors for me though unless I mod the mineral colours, yuck :(

edit: here's a question, does anyone else like me prefer to avoid making forts out of things like chalk or talc because of the ridiculousness of thinking anyone would want to live in a chalk fortress, or that it would be at all defensible? I just will not build fortifications or doors out of silly materials!

*looks up orthoclase*

GOOD, igneous rocks.

Was just wondering if anyone knew this:
  With every graphics pack I have used so far, metal doors always look metal-like until you actually place them, then they look like the regular stone doors. Whats up with that?

I've spent ages trying to figure this out... I'm guessing its a bug?

I remember trying to track that down. Not sure if I figured it out.

But you know that Dwarfletter set I posted about? I think he had fully working metal doors, and tiles for both.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 08, 2010, 07:31:00 am
I did have a little play with the material colours for cobaltite, but setting the background to anything other than black makes it look almost identical to microcline :F

I also try to build things from appropriately realistic materials when I can. I suspect this habit will pay off in the future when gobbo's start trying to dig tunnels into your fort?

I will install that tileset and see if I can figure out why his doors work and ours dont!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Wavecutter on July 08, 2010, 07:54:18 am
I also try to use rational material when I build/make stuff. Who wants a chalk or limestone floodgate? They would just melt.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Star Weaver on July 08, 2010, 12:11:52 pm
Hmm ... stone doors use the metal door tile for construction markers; do metal doors use the stone door tile until they're placed? I've never actually built a metal door ^_^.

ETA: Re building materials; two fortresses ago I built everything out of rock salt because I had a really stupid large amount of it. I actually built an extrior rock salt wall with rock salt statues on it. Then I looked up rock salt and wondered how that worked in the rain. (Crystal salt statues would work in a nice dry place, I think.)

My current site contains vast amounts of granite, diorite, and dacite (i think). Looking up the latter two, diorite is superhard and was used for paving, and dacite looks like the rocks they put around the pond here, so I'm probably good for structure there :) (Plus I strip-mined a big funnel over the entrance to my site, so I've got 99+ of all of them now)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 08, 2010, 09:52:15 pm
I also try to use rational material when I build/make stuff. Who wants a chalk or limestone floodgate? They would just melt.

You're probably imagining chalk like blackboard chalk, which is processed. Chalk the mineral is just as sturdy as limestone or sandstone, and was used to construct thinks such as medieval churches and such, just as sandstone and limestone was.

Old Churches, old train stations... etc etc in england, you will find made of chalk.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 09, 2010, 12:00:31 am
The road between my surface entrance and the gate in my outer wall is now lined with the skulls of my enemies!
(http://i.imgur.com/xV9xB.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Wavecutter on July 09, 2010, 10:51:23 am
A gift for a job well done.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Meanmelter on July 09, 2010, 10:54:34 am
The road between my surface entrance and the gate in my outer wall is now lined with the skulls of my enemies!
(http://i.imgur.com/xV9xB.png)
How did you do that?

I feel jealous.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: goge on July 09, 2010, 11:08:36 am
You can either dump them and then remove the zone keeping them forbidden or create 1 tile stockpiles only excepting totems. :)  they get stolen by kobos >:|
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 09, 2010, 03:06:39 pm
Can always use another pet Llama around the fort! :D

Yeah I favour the single-tile stockpile restricted to totems and max 0 bins method but random theft can be an issue if they are not somewhere safe... :F
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Flick on July 10, 2010, 03:04:28 am
Bump for great justice! This shall not go beyond page 1!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 10, 2010, 08:08:42 pm
In anticipation of Ironhand's return I have spent the day doing dwarfy things! Here are some highlights :)

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Aklyon on July 10, 2010, 08:31:37 pm
Awesome!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 10, 2010, 09:29:15 pm
Keep up the awesomeness!

Small thing - Maybe it's just me, but I *really* preferred the round pillar. :)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 10, 2010, 09:37:22 pm
New Stone and Ore tiles?
(http://i.imgur.com/DsSAe.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 10, 2010, 09:54:26 pm
I like the idea of irregularly shaped boulders, rather than perfectly round, but they need to take up more of the tile rather than having the empty spaces. :)

I'm not sure about the ore it kinda looks... spiky? like a furball :D
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: TealThanatos on July 10, 2010, 10:01:07 pm
Can we just drop in the files in .09 or does it not work?

PS - Ironhand, drop the link to the standalone download on the original post, it's hard to find amongst the pages where you dropped it ;) hehe

Can't wait to get this cranking in .09!
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Alcoholic on July 10, 2010, 10:18:25 pm
I like the idea of irregularly shaped boulders, rather than perfectly round, but they need to take up more of the tile rather than having the empty spaces. :)

I'm not sure about the ore it kinda looks... spiky? like a furball :D

Things are looking great WormSlayer, Very nice work you have been doing, I also like the idea of irregular boulder shapes but like TealThanatos said they should take up more of the tile.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 10, 2010, 10:44:27 pm
Yeah it was supposed to be spikey version of the stone. The new stone is basically the same size as the old one - I quite like how it doesnt take up a whole tile, makes areas with a lot of loose stone look less cluttered?

I think you should be able to just drop it in, depends how much has changed...? I have yet to upgrade to .09 - too busy crafting pixels!

Star shaped gems?
(http://i.imgur.com/hJroO.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Alcoholic on July 10, 2010, 10:49:39 pm
Star gems looks good.  8)

EDIT: Also I guess your right on the less cluttery part on the stone size. My problem before I couldn't really notice them but the way you put it I realize its a good thing.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 10, 2010, 11:00:14 pm
As with everything its entirely subjective, no matter what I do some people will like it, others will hate it :)

This is what metal doors would look like, if they worked: (http://i.imgur.com/PmFjL.png)
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Aklyon on July 10, 2010, 11:53:18 pm
that metal door looks like a tombstone.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Cheddarius on July 11, 2010, 12:02:35 am
I think it looks like a door.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: HeliumFreak on July 11, 2010, 01:10:03 am
I think you'll both be shocked to discover that doors and tombstones share many a similar geometrical property or two
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: LucasUP on July 11, 2010, 01:38:41 am
Holey cheese and carp!
Really amazing work. Love the z-level below effect, the tweaked doors, cut gems, etc!
Can't wait to have some time to sit down with .09 + this tileset.

Personal opinion time!
Not sure about the star-gems or the new ore tile (A little too hard to read?).
I prefer the old mini-table chair to the weird perspective one. Think you mentioned the chairs were an experiment, but yeah.
The current column is too hard to identify and I don't like the look of it. I don't mind it being square, but maybe try something more like Phoebus' (http://www.bay12forums.com/smf/index.php?topic=57557.0)?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Prastary on July 11, 2010, 03:05:21 am
As with everything its entirely subjective, no matter what I do some people will like it, others will hate it :)

Yes, I stopped using the updates because I don't like your style. Its sad that you and Ironhand don't make two independent tilesets, so we can choose the best. But hey - its just me, I see that most people here like it so keep up the good work.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 11, 2010, 03:14:10 am
Opinion coming through!
Remains I thing a pile of bones represents it better than just skulls, especially we have skulls as remains. If a dwarf hacks all the legs of a spider off, it's looking strange when there are skulls flying around.
Star shaped gems Unusual, but i thing i could like them.
New stone and ore tiles Like the stone, could be more irregular, though. Remember it's used for lakes, too! Fuzzy ore tile: No. Don't like it at all, sorry
Beds Too much perspective for my taste
Chairs All looking to the left...? I don't know...
New engraved floors Great!
Square pillar Like it.
Z-Level below Splendid! A bit dark, though.

@Prastary:
I had an idea:
Everyone has suggestions about the tiles, some like this, some that.
What about we make an installer/setup program that lets us choose different tiles for beds, then pillars and so on?
Including the icon and screenshots, so you see what they look like.
The program then patches together the png according to the user's choices.
It's not that hard to program and when my exams are over next month, I could do this.
(Well, at least the patching - I'm not that good with GUIs.
But that could be done by a generic install wizard that creates a config that my patcher uses... Hmm. Not so hard after all :D).
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Prastary on July 11, 2010, 03:33:12 am
What about we make an installer/setup program that lets us choose different tiles for beds, then pillars and so on?

I just copy and paste the tiles that I like to the png with some graphical program, but it certainly would help some computer beginners.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Vince on July 11, 2010, 03:38:37 am
I just copy and paste the tiles that I like to the png with some graphical program, but it certainly would help some computer beginners.

Exactly my thoughts. It also makes things a bit less tedious and we could have more alternatives.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Flick on July 11, 2010, 05:29:23 am
So, how do I change the 0.42 version to work with DF 31.10?
I know that I have to change some of the ini-files, but which?
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: Ironhand on July 11, 2010, 07:52:00 am
Hey guys! I home!

Yay, look at all this new stuff!

I LOVE the next-z-level thing. That is SO awesome.
I'm gonna go get my hands on that this afternoon.
Also 0.31.10. I'll start working on 0.43 right away.

WormSlayer, old bean. I think I'll do some sifting:
I'm not really a fan of the beds or the chairs.
And I'm not sure I'm a fan of the new stone and gems either.
I do absolutely love the engraved floors, though.
And the open space tiles.

Anyway, today I'm gonna breathe and rest, but I might get some stuff done too.
Tomorrow I've got some medical stuff, so keep me in your prayers.

I should be able to put out 0.43 later this week.
Title: Re: Ironhand's Graphics Set (back!)
Post by: TealThanatos on July 11, 2010, 08:05:35 am
Welcome back Ironhand!

I agree with you, the beds and chairs, whilst cool in their own right, don't mesh with the set... it's that whole 'mixing perspective' thing we discussed a few pages back I think... it's gotta be one way or the other, a mix of the two just makes things awkward :)

That's why I like the two of you working together to be honest. Ironhands ideas are great, Wormslayers ideas are great, meshed together you form an... alloy of greatness ;)

Ironhand is the... iron ;) and Wormslayer is the other elements... the result... STEEL!

Keep putting your heads together fella's and working your way towards the best tileset to grace Dwarf Fortress!

Can't wait to get my hands on 0.43!
Title: Re: Ironhand's Graphics Set (back!)
Post by: Robsoie on July 11, 2010, 10:11:17 am
I think the idea of having an alternative tileset : a default Ironhand one, and a WormSlayer/Ironhand mix in the download is a good idea, as for those that can't merge bits of their favorite tilesets together in some graphic program, it would satisfy those that prefer the original Ironhand version, and those that would like to use the WormSlayer edits of it.

Take care guys, you're both doing a really good work.
Title: Re: Ironhand's Graphics Set (the answer to life, the universe, and everything)
Post by: WormSlayer on July 11, 2010, 10:40:29 am
Welcome back IH, hope everything is good with you! Check your email for Dwarf Spam :)

Sorry to hear you dont like my style Prastary, but you can always cut out my tiles and paste in whatever you prefer! Maybe Vince will make an awesome tile manager program and you wont even have to do that :)

Loads of feedback, yay!

Remains: The current tile (copied from Phoebus' set?) is a skull and (I think) ribcage? Which is also pretty unlike a spider leg or any of the hundreds of other things it could be... I think IH said he had an idea for this tile?

Gems: I prefer the rough ones I did before, but nobody else liked them and someone suggested star shapes?

Stone & Ore: I'm not overly fond of the current ore, I think it should be a variation on the stone tile. In the cold light of day spiky blob ore does look a bit crap though! My stone is the same size as the current one! Didnt realise it was used for lakes too. :)

Beds: I have spent *so long* trying different things with the beds... I'm open to suggestions!

Tables & Chairs: Even I dont think the chairs look good, I just havent gotten back round to working on them some more yet. Nobody has complained about the tables? Guess I managed to make them close enough to IH's ones :P

Z-Level Below: Getting the brightness just right is hard! These tiles absolutely *have* to be darker than any floor tiles, but messing around at the low end of the scale is made doubly tricky because people have different monitor brightness and contrast settings - It looks fine on my brand new LCD screen, but is probably not even visible on someone's old CRT... O.o

Some kind of tile manager/merger program would probably be useful for those people less comfortable with hacking up tilesheets! Maybe it could resize tiles and mosh together different sets depending on personal preference?

TealThanatos: I think I'm supposed to be Carbon in that analogy :)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Sean Mirrsen on July 11, 2010, 12:45:39 pm
There already is a tile masher program, but it outputs BMPs, iirc. I don't think I considered PNG's alpha channel when making Modbase.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Solace on July 11, 2010, 01:53:17 pm
For the gems, maaaybe have them look like stones, but more angular? Then they wouldn't look like regular rocks or finished gems.

For the z-level thing, you probably can't, but hypothetically could you make each successive z-level darker than the last? Probably only a 1-z-level thing tho. :P
Title: Re: Ironhand's Graphics Set (back!)
Post by: Wavecutter on July 11, 2010, 02:27:21 pm
Brainstorm! Picture this, instead of making individual food bits look like food crates, why not make them look like food plates
Title: Re: Ironhand's Graphics Set (back!)
Post by: Urist McFail on July 11, 2010, 02:30:18 pm
For the beds, perhaps a japanese style pillow roll. What about an animal skin for the blankets?
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 11, 2010, 03:14:15 pm
Only the current z-level and some info about the level below is ever displayed, unless Toady changes that there isnt much more we can do.

Gems are still under construction, we shall see what can be done...

I was originally going to do little food plates or pies or something, but since they represent several meals stored in one container and are almost always seen just sitting in a stockpile I chose crates to compliment the barrels.

I did a flat bed a few pages back that one guy thought looked like a futon. I did try a variety of things for the bed covers but its so small the detail just turns into a blur. I'm not done yet though!

Bigger rocks, less spiky minerals:
(http://i.imgur.com/filti.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Wavecutter on July 11, 2010, 03:17:35 pm
I like those rocks an minerals. they compliment Ironhand's style very well.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Vince on July 11, 2010, 03:42:29 pm
VERY nice rocks and minerals! Perfect!
Title: Re: Ironhand's Graphics Set (back!)
Post by: Bandages on July 11, 2010, 04:00:01 pm
I just downloaded your graphics set and tried to play DF. What I got was your material tiles without anything else. wolves were 'w's, bears were 'B's, cabinets were 'n's, etc etc.

Halp?
Title: Re: Ironhand's Graphics Set (back!)
Post by: Alcoholic on July 11, 2010, 04:04:19 pm
I just downloaded your graphics set and tried to play DF. What I got was your material tiles without anything else. wolves were 'w's, bears were 'B's, cabinets were 'n's, etc etc.

Halp?

This set is a (Great) work in progress, its not finished. Thats what the .42 means. Its not a whole number.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Alcoholic on July 11, 2010, 04:05:17 pm
Opss sorry double post.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Wavecutter on July 11, 2010, 04:06:41 pm
I just downloaded your graphics set and tried to play DF. What I got was your material tiles without anything else. wolves were 'w's, bears were 'B's, cabinets were 'n's, etc etc.

Halp?

I believe this is what you are looking for. http://dffd.wimbli.com/file.php?id=2511
Title: Re: Ironhand's Graphics Set (back!)
Post by: Solace on July 11, 2010, 04:34:58 pm
Gems are still under construction, we shall see what can be done...
Was checking google images for examples, and looks like there can be some pretty crazy natural formations... I know this is a 'crystal' instead of a 'gem', but... still.

http://s.ngm.com/2008/11/crystal-giants/img/crystal-cave-615.jpg
Title: Re: Ironhand's Graphics Set (back!)
Post by: Urist McFail on July 11, 2010, 04:41:39 pm
I shrunk down some 4 post bed images, do you think any of these are useful?

http://imagebin.ca/view/vwnACq.html
Title: Re: Ironhand's Graphics Set (back!)
Post by: Passive Fist on July 11, 2010, 06:00:34 pm
That looks fantastic. You can tell that I'm a big nerd because I just got all excited about pixel art of rocks.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Bandages on July 11, 2010, 06:33:43 pm
Is there any way to update the graphics without having to use .08 of DF? Because I really like custom adventurer reactions but I also really like seeing the game en detail.
Title: Re: Ironhand's Graphics Set (back!)
Post by: HeliumFreak on July 11, 2010, 08:10:10 pm
I shrunk down some 4 post bed images, do you think any of these are useful?

http://imagebin.ca/view/vwnACq.html

Unfortunately i dont think they would be of any use because of the angle at which they are drawn. However im not an artist so i dont know
Title: Re: Ironhand's Graphics Set (back!)
Post by: TealThanatos on July 11, 2010, 08:28:43 pm
The new rocks and minerals are great Wormy :)

I don't remember anyone asking for star shaped gems, I believe it was diamond shaped ;) Maybe I'm mistaken :D
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 11, 2010, 08:58:26 pm
Halp?

Sounds like you need the rest of the files that go with the graphics, link already posted above ^^ :)

Is there any way to update the graphics without having to use .08 of DF? Because I really like custom adventurer reactions but I also really like seeing the game en detail.

I *think* you may be able to just copy over the raws and stuff from .08 without DF asploding but make a backup copy before trying it!

Was checking google images for examples, and looks like there can be some pretty crazy natural formations... I know this is a 'crystal' instead of a 'gem', but... still.

That cave is amazing isnt it? Maybe if I make enough different gem tiles I will randomly come across an 18x18 configuration of pixels that everyone loves :P

I shrunk down some 4 post bed images, do you think any of these are useful?

Thanks dude, the top middle one is actually pretty similar to the most recent one I made. I did try a few 4-posters with a canopy but they are a bit fancy for a barracks or what have you, so it needsto be kind of generic.

I don't remember anyone asking for star shaped gems, I believe it was diamond shaped ;) Maybe I'm mistaken :D

No your right, I was imagining things :P

Oh and of course any change to the "stone" tile also affects the appearance of a few workshops and reminds me of another reason they dont occupy a full tile:

(http://i.imgur.com/sUfU5.png)
Dye Works - This I really like, Tile Magic for teh win!

(http://i.imgur.com/cBCdM.png)
Furnaces and stuff - Not so sure about these...
Title: Re: Ironhand's Graphics Set (back!)
Post by: HeliumFreak on July 11, 2010, 09:08:01 pm
Is there any way to update the graphics without having to use .08 of DF? Because I really like custom adventurer reactions but I also really like seeing the game en detail.

I *think* you may be able to just copy over the raws and stuff from .08 without DF asploding but make a backup copy before trying it!

No you cant directly copy them, well yes you can, however(!) there are sizable differences in the new raws (up to 350 + changes in 1) that have nothing at all to do with colour or tiles and copying over them will be just like playing 31.08 without any some of the 31.10 changes
Title: Re: Ironhand's Graphics Set (back!)
Post by: Robsoie on July 11, 2010, 09:44:27 pm
In the previous page, Ironhand mentionned a version .43 of the graphic set with DF 0.31.10 for later this week.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 11, 2010, 10:38:04 pm
Good to know HeliumFreak!

I guess we will all have to wait a few days before we can play the latest version with this tileset! :F

So I figured if the masonry workshop was going to have a little hammer and chisel instead of the ; character, they wouldnt just be laying on the floor, they would be sat on a work table?
(http://i.imgur.com/TnIdh.png)

Also, I remember saying something about replacing the pile of clothes that appears in various workshops with a work table and some tools? Kind of makes more sense sat next to a furnace :P
(http://i.imgur.com/MIADf.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Passive Fist on July 11, 2010, 10:44:32 pm
Doesn't the 'pile of equipment' tile also get used whenever some dumb dorf drops clothes on the floor? Or when you burn the burnable parts of a goblin with magma?
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 11, 2010, 10:47:00 pm
Yo, Ironhand/Wormy.  Big fan of your work.  I downloaded the pack, and it's really excellent.  I used to use a custom set of my own, a mashup of Mayday, some other sets, and a few things of my own... but now that I've tried yours, I can never go back.  I don't doubt that yours will soon be the gold standard for tilesets, like Mayday before you.

One small request, though: Could you make the arrow symbols into pine trees?  And the gamma symbol into a palm tree?  It's really strange to look at a beautifully rendered world map and see a forest of blocky letters.  And if you could use your Tile Magic somehow to make the letters 'n' and 'V' more hill and valley-like, I would truly love you forever.

Also, a question about graphics.  Are you making your creature tiles by tracing over the old Sphr sets and adding shading, or completely from scratch?  I'm thinking about throwing something together in my spare time, and I'd like to be able to conform to your standard.

Oh, and as for copying the raws: I think the only raw files that were changed in Ironhand were the inorganic_'s (except metal), plant_standard, and the vermin.  None of those saw many changes in .09/.10, so I think it's safe to copy them over.

And also: The left bracket means clothes, the right bracket is workbench.  I got pretty good results in my old tileset by cutting a regular table in half.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Alcoholic on July 11, 2010, 10:47:23 pm
Love that hammer and chisel, the tile magic makes them look amazing.

Edit, The dye works looks amazing but I have to say I wouldn't really enjoy the look if all the workshops had the red or colored stones in them.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 11, 2010, 11:45:13 pm
Doesn't the 'pile of equipment' tile also get used whenever some dumb dorf drops clothes on the floor? Or when you burn the burnable parts of a goblin with magma?

Not sure about the burning goblins bit but I'm pretty sure your thinking of the other, mirrored pile of equipment tile (they are actually the [ and ] characters) which remains unchanged.

One small request, though: Could you make the arrow symbols into pine trees?  And the gamma symbol into a palm tree?  It's really strange to look at a beautifully rendered world map and see a forest of blocky letters.  And if you could use your Tile Magic somehow to make the letters 'n' and 'V' more hill and valley-like, I would truly love you forever.

Glad you like :D I'll have a look at the map stuff but not promising anything :P

Edit, The dye works looks amazing but I have to say I wouldn't really enjoy the look if all the workshops had the red or colored stones in them.

Well they already have coloured stones in them, but using tile magic techniques makes them a lot brighter...

On that note; smaller stones and minerals that hopefully look like stones with bits sticking out?
(http://i.imgur.com/juRiv.png)

And what the furnaces look like with smaller stones.
(http://i.imgur.com/riHSx.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Solace on July 11, 2010, 11:54:50 pm
The stones are just getting nicer and nicer, I think the furnace's "heat pit" and "water pit" as stones is at least decently plausible as well.
Title: Re: Ironhand's Graphics Set (back!)
Post by: HeliumFreak on July 12, 2010, 12:30:58 am
I guess we will all have to wait a few days before we can play the latest version with this tileset! :F

The main issue with it really are changes that IH had made to help fix some of the bone/metal/teeth inconsistencies

material_template_default.txt
inorganic_metal.txt
item_weapon.txt
item_ammo.txt
body_default.txt
reaction_other.txt

Delete these files from IH latest release, then dump the rest of the object folder ontop of the new DF31.10 object folder and u should be fine

*Edit

Just a note also... I only did a comparison with IH 0.42 - upgrade only package compared to the latest DF. I havent checked the release version of IH 0.42 but i think itll be the same
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 10:20:25 am
Thanks HF, I'll give that a go later :)

Urist McGems was feeling unloved so I replaced his { with a little work table!
(http://i.imgur.com/k9G52.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Star Weaver on July 12, 2010, 10:28:29 am
That looks nifty (though I wonder how you use a cleaver in gemcutting :D), but isn't that going to totally jack up the forbidden item display?
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 10:48:52 am
It's supposed to be a little hacksaw :F

As for the forbidden item display; well obviously it looks different, but it's purpose there is to highlight the left side of the selected row, so as long as it is still visible it performs that function?

(http://i.imgur.com/WA6YL.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Star Weaver on July 12, 2010, 11:02:25 am
Aha, I was spending not enough time thinking of tools and too much time imagning a dwarf grunting and swinging a big frnking knife through the air to cleave gems in half :D

Not sure what I think of the text, but it's less bad than some things i've seen get in there.
Title: Re: Ironhand's Graphics Set (back!)
Post by: izzyryu on July 12, 2010, 11:14:39 am
I used the Raw Tile Merger (http://www.bay12forums.com/smf/index.php?topic=54669.0) on .10 and that seems to be working, at least for a new game. Replacing the old raws in my savegame folder with the new ones made the whole thing barf, though. :-\

Love the new stone/ore tiles. For uncut gems though, it would definitely be nice to have a similar tile. Maybe something like the one in Spreggo's (http://df.magmawiki.com/images/3/3f/Autonomous_Font.png) tileset?
Title: Re: Ironhand's Graphics Set (back!)
Post by: Vince on July 12, 2010, 11:30:30 am
http://www.bay12forums.com/smf/eternal_voting.php
We totally need #5 here.
If this finally gets implemented, Toady DEFINITELY gets another donation! :D
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 12, 2010, 01:07:44 pm
Maybe if you made the right brace ('}') into a different type of worktable?  Something generic and suitable for custom workshops... beakers and flasks, perhaps?  Knives?  Forbidden items would be flanked by a pair of worktables, instead of a worktable and a brace.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 01:12:49 pm
Yeah anyone who likes this set, please go and vote up full graphics support at the above link! :D

The } is used for custom workshops? - The wiki page on tiles doesnt mention that, but it is a *bit* incomplete... If so thats a very good idea! :)

New crossbow?
(http://i.imgur.com/i9LW8.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Star Weaver on July 12, 2010, 01:36:53 pm
Nice other table and bow; did you just replace the forward slash with the bow though? That tile is used for all weapons, annoyingly. That's also used in various text, and apparently ballistae elements, and the creature swap animation (- \ | / -), so that one's probably going to have to wait for better graphics support for me. :\

Title: Re: Ironhand's Graphics Set (back!)
Post by: Alcoholic on July 12, 2010, 01:46:09 pm
What does the FULL GRAPHIC SUPPORT mean exactly?

Blah dumb me, Figured it out.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 12, 2010, 01:47:38 pm
You can use any tile you like for custom workshops.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 01:53:20 pm
I replaced tile 238 - "ε" - "Bowyer's workshop middle-right tile" which was already a crossbow, but it was a bit pixelated for my taste.

Is } used for anything other than forbidden items then?

How about a hammer, a chisel, a screwdriver, a knife and a couple of brightly coloured flasks (which could change hue based on the foreground and background colours - If you can set those for custom workshops?)

I dont have a custom workshop to test it on, but here it is forbidding a cap.
(http://i.imgur.com/c8V1P.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 12, 2010, 02:10:45 pm
I don't think } has any other uses, no.

I think the colours in the flasks are a bit distracting when used in a "forbidden item" tag.  I say either make them empty, or filled with a colour that won't show up on the stocks screen.  The stocks screen always has a black background, so maybe if it's tied to the background colour somehow?

Other than that, looks great.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Ironhand on July 12, 2010, 02:13:14 pm
Wheee! This stuff is so cool.
I like those rocks, WormSlayer.
Not quite so sure about the ore...

I can also choose a new tile for coal
if we make one; keep that in mind.

I'm gonna start compiling stuff tonight.
WormSlayer, send me whatever you haven't yet.
Might be another day or two until you guys see it.

As for the clothing thing; yeah,
[ is used for ALL clothing and armor and everything.
] is just used in workshops.

So that new workbench is awesome.

And yeah, I draw all my sprites from scratch.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 12, 2010, 02:31:46 pm
One small request, though: Could you make the arrow symbols into pine trees?  And the gamma symbol into a palm tree?  It's really strange to look at a beautifully rendered world map and see a forest of blocky letters.  And if you could use your Tile Magic somehow to make the letters 'n' and 'V' more hill and valley-like, I would truly love you forever.
Er... I have another request: please cancel the above request.

I somehow failed to copy the correct plant_standard file over, earlier.  After putting the right one in, everything looks fine.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 02:37:30 pm
Thats the sort of problems I like Igfig, ones that solve themselves! :D

May as well just mirror the gem cutters workshop tile?
(http://i.imgur.com/Cion9.png)

How about Dem Minerals (http://www.youtube.com/watch?v=YFCZMEwl_K8) with a bit of sparkly colour on the ore bits sticking out?
(http://i.imgur.com/d0Bdy.png)

Going to email you now IH! :)

Edit: Hmm... coal would be... a black rock...? :P But yeah it may be good to try and disambiguate that damn tile, its used for so many things :F
Title: Re: Ironhand's Graphics Set (back!)
Post by: Star Weaver on July 12, 2010, 02:53:28 pm
That actually looks pretty cool mirrored.

And dbwah, I rarely built bowyers so I didn't even realize there was a tile that was supposed to be a bow for the workshop.

Oh, and yeah, there's even a utility called something like Workshop Draw or Painter or something that lets you load your favorite tileset and select the tiles and colors for each stage of workshop buildage, then spits out the COLOR, and TILE data to put in your buildings tokens. (You have to work out the BLOCK and all the gameplay stuff yourself, it's a very simple prog).
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 02:58:23 pm
Just noticed I've been putting the smoothed floor tile behind stone and minerals, should be a rough tile really?

I also rather like the coloured minerals, maybe even more so with less sparkle and more blended colour?
(http://i.imgur.com/ljjMH.png)

Oooh gold ore is shiney :D
(http://i.imgur.com/q4PyG.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Star Weaver on July 12, 2010, 03:00:57 pm
The green dot is rather overly noticible on there at the moment, but otherwise yay :)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Solace on July 12, 2010, 03:02:20 pm
Maybe the hacksaw should have some single-pixel (or different colored) teeth? Even if hacksaws would look straight at that resolution, it would make it more obviously not a cleaver. :P
Title: Re: Ironhand's Graphics Set (back!)
Post by: thegrtman on July 12, 2010, 03:02:42 pm
Woot!  I must say, I've been praising this graphics set for a while, but I've only just gotten around to posting on here  :P.  Ironhand introduced me to DF just a few weeks ago, and I'm addicted, but I think that this graphics set really helps.  I think that it may just be the only way I'll ever play DF... But who knows.
Anyway, just wanted to give him a little praise on the forum, so keep up the great work!
Title: Re: Ironhand's Graphics Set (back!)
Post by: Ironhand on July 12, 2010, 03:05:06 pm
I know you.
Thanks, though.  :D

Hey WormSlayer. I'm totally loving that green-on-brown floor, bottom left corner.
Is that something I did, or did you mix some stuff up there? Or am I seeing things?

Hey, one thing we could use would be a generic pile of rags/clothes.
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 03:16:18 pm
Hey WormSlayer. I'm totally loving that green-on-brown floor, bottom left corner.
Is that something I did, or did you mix some stuff up there? Or am I seeing things?

I think I mentioned this in that long rambling email I sent you with ideas and things I had been working on? Basically I was playing around with adding some light colour noise to your "rough" tiles, makes them more organic and subtly different to nice clean smooth tiles?

Oh I also had to make them a tiny bit brighter to get the z-level below tiles working!

Hey, one thing we could use would be a generic pile of rags/clothes.
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.

Curse you! I've been putting off this one because its so many different things! I'll have a go though, the current one is looking more and more out of place...

Love the new stone/ore tiles. For uncut gems though, it would definitely be nice to have a similar tile. Maybe something like the one in Spreggo's (http://df.magmawiki.com/images/3/3f/Autonomous_Font.png) tileset?

He makes a good point IH, can we disambiguate uncut gems from all that other stuff? - I'm pretty sure we could use the same tile for coal with some TileMagic(tm)?
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 12, 2010, 03:27:27 pm
May as well just mirror the gem cutters workshop tile?
(http://i.imgur.com/Cion9.png)

You could, I suppose... but I feels like it's wasting a space that could be used for greater variety.  Eh, maybe I'll whip something up when my next adventurer dies.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Randomtask on July 12, 2010, 04:06:13 pm
Hi guys, longtime player, longtime lurker.

Love the graphics set, IH and WS.

I'm posting because I have a question/idea regarding Tile Magic.

For ages, DF graphics sets have had an issue with displaying both the graphic representation of, say, a jeweller's workshop, and the text for which the ascii actually stands, such as: [{]}

I know that the raws are used to call different colors for vermin and trees, but is there no way to use Tile Magic to make DF display proper ascii symbols where appropriate? By, say, covering up the symbol in the way a tattoo artist might take that drunken splotch of ink that reads "I love Ben" and turn it into "I love Beer."

Example (Warning, I am not an artist. At all.):
Spoiler (click to show/hide)

Magical, Isn't it?

I have a horrible feeling that the answer to this is: We already thought of that, obviously, and no it can't be done. But I have to ask.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Ladde on July 12, 2010, 04:18:27 pm
Does 31.08 work for 31.10?
I'm not so used to this tile thingy :)
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 04:40:38 pm
You could, I suppose... but I feels like it's wasting a space that could be used for greater variety.  Eh, maybe I'll whip something up when my next adventurer dies.

Well it doesnt really affect vanilla DF apart from the forbid menu but I dunno maybe I'll redo it :D

I'm posting because I have a question/idea regarding Tile Magic...

... Words ... :D

Ironhand already does this with a few tiles like frog/squirrel but I dont know how well it would work for everything, the game is funny about where it allows you to specify colours. Your best bet is to go vote up "full graphics support" (http://www.bay12forums.com/smf/eternal_voting.php) :)

Does 31.08 work for 31.10?
I'm not so used to this tile thingy :)
You may be able to get it working if your not adverse to getting your hands dirty, but Ironhand should have a new version up soon!
Title: Re: Ironhand's Graphics Set (back!)
Post by: Randomtask on July 12, 2010, 04:59:49 pm

Ironhand already does this with a few tiles like frog/squirrel but I dont know how well it would work for everything, the game is funny about where it allows you to specify colours. Your best bet is to go vote up "full graphics support" (http://www.bay12forums.com/smf/eternal_voting.php) :)

Done.

And I know IH does it with a few creature tiles, but the graphics-as-symbols issue was something I'd wondered if he'd considered already. It would be an elegant solution, if it worked.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 05:19:31 pm
In theory if you can get the palettes all set up right it would work and be super awesome, but it would be a lot of work, I prefer to hope for unique tiles for everything :)

So I added some teeth to the hacksaw :P
(http://i.imgur.com/lGBvX.png)

And totally remade ore once again:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Ironhand on July 12, 2010, 05:26:01 pm
I feel like we maybe have to use ☼ for uncut gems... I could be wrong.
But I know we don't have to use it for loose coal.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Harmonica on July 12, 2010, 05:58:09 pm
You can change all the icons for minerals that are stuck in the walls and minerals that have been carved out. You'll see in the raws, the lines saying [TILE:] and [ITEM SYMBOL] (or whatever the correct language is.

Before you guys started I was working out differentiating minerals from one another, and through trial and error I lumped with creating a few select symbols for the special minerals like gold and others which come out in nuggets. Useless minerals I stuck with the same tile, which was much smaller and insignificant.

You probably do need a symbol that sticks out and looks special, but I compromised and made it look less like a * and more like a lump of minerally rock (in a skewed * shape).

Your lumpy rock icon is much better than anything I was able to achieve.

Also: about the doors with stupid colours, why not just adjust the colours for those minerals in the raws.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Ironhand on July 12, 2010, 06:25:51 pm
&

Psh.

(http://i29.tinypic.com/2enn71i.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Solace on July 12, 2010, 06:37:13 pm
Hey, one thing we could use would be a generic pile of rags/clothes.
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.
Curse you! I've been putting off this one because its so many different things! I'll have a go though, the current one is looking more and more out of place...
Maybe it could just be a generic sack looking thing? I mean, if you're gonna carry around a pile of clothing you're not gonna be, like, holding a shirt at arms length... :P Plus you could use that same sack for other, you know, sack-ish things, or just as a generic "this contains various objects" tile.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Wavecutter on July 12, 2010, 06:40:05 pm
Some inspiration for ore:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Urist McFail on July 12, 2010, 06:46:00 pm
Could you differentiate ore by drawing lumps of it in a container, like protruding from a half barrel or coal sack? I know it doesnt make sense in that the dwarfs dont carry around half barrels with handles or sacks whilst mining, but with talk of new features like mine carts and all, it may be possible to leave our literal minds.

I'm sure I have seen images where miners would fill baskets to haul up ladders and shafts.
http://www.spencerstirling.com/0505kennecott/13bucket.jpg
http://www.thepeakdistrict.info/images/owdmanwirksworthsmall.jpg
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 07:04:01 pm
&

Psh.

(http://i29.tinypic.com/2enn71i.png)

I wanted a Grin Reaper for that tile, but that is seriously cool! I assume he's going to get some funky Tile Magic? :)

New cups and vials.
(http://i.imgur.com/bP1h1.png)

Nice photos WC - I'm going to go try something...

Hmm not having much luck, with so few pixels its a very fine line between a rough stone and a spiky stone... Going to leave it for now O.o

McFail - Not a bad idea but I think a raw lump of ore is the way to go... assuming I can actually figure something out :F I'm looking forward to making little mine carts and wheelbarrows :)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 12, 2010, 08:38:55 pm
I realized what my problem was with the flasky } symbol.  It wasn't the colours themselves so much as the fact that they were brighter than the surrounding text.

I took a minute and gave the flasks 20% transparency; I think they work now.

(http://i14.photobucket.com/albums/a349/Igfig/brace2.png)

Nice cups, by the way.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Dearnen on July 12, 2010, 09:38:58 pm
Awesome work you guys are doing.  When your set and Dwarf Therapist are both ready for .10, I may well switch over from Mayday's set.

Regarding ores and uncut gems:  The ore still looks too much like regular stone, to me.  To differentiate the two, perhaps make one lumpy on the right and the other lumpy on the left (in addition to color differences, shininess, etc.), that way the player can recognize an ore immediately.  Meanwhile, I suggest making uncut gems look like a small group of raw crystals, rather than like cut diamonds (or stars).

Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 09:51:18 pm
I cant even look at ore right now, it's just a mush of pixels! O.o

To take my mind off it, I made a better custom workshop with a vial, a cog and some tools:
(http://i.imgur.com/6reXS.png)

Title: Re: Ironhand's Graphics Set (back!)
Post by: TealThanatos on July 12, 2010, 10:12:52 pm
All I can say is... <3

EDIT: Oh, and also... any timeframe on approximately when we can see a .43 using .10? :)
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 12, 2010, 10:18:14 pm
Anyone know if its possible to change the colour of non-custom workshop tiles?

It insists on drawing the generic workshop tile really darkly :S
Title: Re: Ironhand's Graphics Set (back!)
Post by: TealThanatos on July 12, 2010, 10:23:45 pm
I'll even settle for a .42 with .10 >_< I can't seem to get it to work manually :\ :(
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 12, 2010, 10:48:13 pm
As far as I know, the only way to change the colour of a non-custom workshop tile is to change the numbers in data/init/colors.txt.  I guess those are dark gray by default.

And yeah, Ironhand said .43 would be compiled in a day or two.
Title: Re: Ironhand's Graphics Set (back!)
Post by: TealThanatos on July 12, 2010, 11:01:00 pm
As far as I know, the only way to change the colour of a non-custom workshop tile is to change the numbers in data/init/colors.txt.  I guess those are dark gray by default.

And yeah, Ironhand said .43 would be compiled in a day or two.

Ah thanks I must have missed that post :) Can't wait!
Title: Re: Ironhand's Graphics Set (back!)
Post by: Solace on July 12, 2010, 11:21:31 pm
The ore still looks too much like regular stone, to me.  To differentiate the two, perhaps make one lumpy on the right and the other lumpy on the left
Uuuh, it might just be me, but that sounds like it'd look really silly. :P
Title: Re: Ironhand's Graphics Set (back!)
Post by: Dearnen on July 12, 2010, 11:41:31 pm
The ore still looks too much like regular stone, to me.  To differentiate the two, perhaps make one lumpy on the right and the other lumpy on the left
Uuuh, it might just be me, but that sounds like it'd look really silly. :P

My description leaves something to be desired, but I basically meant for regular stone and ore rocks to have obviously different shapes, with one having more mass on the left and the other having more mass on the right.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 13, 2010, 12:04:35 am
I fiddled around a bit with some creature graphics; what do you think? 

(http://i14.photobucket.com/albums/a349/Igfig/dwarves_tenative.png)
(engraver, planter, milker)
Title: Re: Ironhand's Graphics Set (back!)
Post by: BoomClap on July 13, 2010, 12:27:42 am
I fiddled around a bit with some creature graphics; what do you think? 

(http://i14.photobucket.com/albums/a349/Igfig/dwarves_tenative.png)
(engraver, planter, milker)

planter looks like tax collector
Title: Re: Ironhand's Graphics Set (back!)
Post by: Igfig on July 13, 2010, 12:44:57 am
What kind of tax collector takes things out of his bag?
Title: Re: Ironhand's Graphics Set (back!)
Post by: Hippoman on July 13, 2010, 01:40:52 am
Should be a hoe.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Urist McFail on July 13, 2010, 01:51:47 am
Should be a hoe.

no need for insults  :P ;D
Title: Re: Ironhand's Graphics Set (back!)
Post by: Cheddarius on July 13, 2010, 01:53:13 am
At first I interpreted that as "The tax collector should take a hoe out of his bag" and I was extremely confused. Extremely.
Title: Re: Ironhand's Graphics Set (back!)
Post by: BoomClap on July 13, 2010, 02:21:02 am
At first I interpreted that as "The tax collector should take a hoe out of his bag" and I was extremely confused. Extremely.

So did I
Title: Re: Ironhand's Graphics Set (back!)
Post by: Vince on July 13, 2010, 05:12:25 am
And totally remade ore once again:
Spoiler (click to show/hide)

No. Previous one was way better.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Ironhand on July 13, 2010, 08:29:00 am
How about just colorful rocks?
For uncut gem clusters, I mean.

(http://i30.tinypic.com/f5acyf.png)
Title: Re: Ironhand's Graphics Set (back!)
Post by: BoomClap on July 13, 2010, 08:32:10 am
How about just colorful rocks?
For uncut gem clusters, I mean.

(http://i30.tinypic.com/f5acyf.png)

that. looks. gorgeous.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Urist McAddict on July 13, 2010, 09:32:52 am
Goddamn Ironhand!!!
Stop teasing us and deliver the dwarfy goodness of your update...
BTW, before i found your pack, never saw anything prettier in a ascII converted game...
Kudos to you, sir!
If i was any good at graphical manipulation, i'd love to give a help.
But, i suck =D
Keep up, anyways!
Title: Re: Ironhand's Graphics Set (back!)
Post by: Sean Mirrsen on July 13, 2010, 09:45:04 am
How about just colorful rocks?
For uncut gem clusters, I mean.

(http://i30.tinypic.com/f5acyf.png)
That's great. But maybe it can be improved? Can you try adding a little glossiness, shine, or sparkle? While neat, they look like technicolor egg fossils at the moment.
Title: Re: Ironhand's Graphics Set (back!)
Post by: Alcoholic on July 13, 2010, 10:03:00 am
When can we expect all these wonderful updates to be released, Im going crazy not be able to play it!
Title: Re: Ironhand's Graphics Set (back!)
Post by: Ironhand on July 13, 2010, 10:24:27 am
I'm gonna put them up right now, actually.

Mostly this is stuff from WormSlayer and the Toady One.
But it's still a nice little compilation.

I have some really sweet ideas for future stuff,
(especially regarding gems and floors and maybe ores)
but I think you guys would rather have an intermediary release.
Title: Re: Ironhand's Graphics Set (back!)
Post by: WormSlayer on July 13, 2010, 10:38:19 am
How about just colorful rocks?
For uncut gem clusters, I mean.

They look a bit too round and smooth to me. I did my own version of coloured rocks a few pages back but they didnt receive a very warm reception :D

Looking forward to starting a new fort with new DF and new tiles! My current one has ground to a halt since I started expanding into a layer of caverns :(

In other news; I just turned my PC on and one of my monitors isnt working, and of course it's the one that all the controls for my graphics programs are displayed on... FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUU!

Will be a few days before I can afford a replacement and I dont know if I can be bothered to reconfigure every program I use for a different monitor setup, only to have to put it all back when I get a new screen... O.o

This is how I usually roll in case anyone is interested :P
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (back!)
Post by: Alcoholic on July 13, 2010, 10:40:36 am
How about just colorful rocks?
For uncut gem clusters, I mean.

They look a bit too round and smooth to me. I did my own version of coloured rocks a few pages back but they didnt receive a very warm reception :D

Looking forward to starting a new fort with new DF and new tiles! My current one has ground to a halt since I started expanding into a layer of caverns :(

In other news; I just turned my PC on and one of my monitors isnt working, and of course it's the one that all the controls for my graphics programs are displayed on... FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUU!

Will be a few days before I can afford a replacement and I dont know if I can be bothered to reconfigure every program I use for a different monitor setup, only to have to put it all back when I get a new screen... O.o

This is how I usually roll in case anyone is interested :P
Spoiler (click to show/hide)


That set up is....godly..
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 13, 2010, 10:45:15 am
0.43. (http://dffd.wimbli.com/file.php?id=2511)

Most of that belongs to WormSlayer. = P
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 13, 2010, 10:47:19 am
Holy Carp! Talk about monitor heaven, Big Brother would be envious!

EDIT:

Yarrr! release!!! Thanks!!!

---
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 13, 2010, 10:59:07 am
Sweet! downloading now :)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ryjer on July 13, 2010, 11:00:23 am
Thanks IH!

Wormy nice orane and green "vase" you should get some flowers for in it.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: flatlander on July 13, 2010, 11:09:54 am
Hi there... so I have a noob question...

I have a region I want to keep using in the new version. Do I just copy the save from the old 31.08 to the new 31.10 and I'm good to go?

Thanks...
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Aklyon on July 13, 2010, 11:21:43 am
Hi there... so I have a noob question...

I have a region I want to keep using in the new version. Do I just copy the save from the old 31.08 to the new 31.10 and I'm good to go?

Thanks...
Well, you'd be playing without most of the fixes, since your region's raws would still be .08, not .10's more fixed raws. But yeah, you could do that.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: flatlander on July 13, 2010, 11:27:17 am
Oh sorry I'm doing this using Ironhand's sets... thats why I asked it here. (love it by the way). So I should...
1. Generate a new world in the .43 version of Ironhands.
2. Copy the save file over from my .42 Ironhands to .43.
3. Replace the old save file's /raw directory with the one in the Ironhand .43 save

??
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 13, 2010, 11:38:35 am
No, don't generate a new world.
Not if you want to use your old one.

Do those other two, though.

And I don't think you'll lose much at all.
Most of the changed Toady makes aren't in the RAWs.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: flatlander on July 13, 2010, 11:39:59 am
HOLY...!

Seeing the next z level down is .... amazing!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vince on July 13, 2010, 11:40:13 am
Just a quick mock-up of stones and ores as how I imagine them (no tile magic included...):
(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)
First row line: stones
Second: Ores
Third: Gems
Sand, soil
The tiles in the first three rows lines are ascending in value.
With tile magic the "pebbles" and veins would be like the gems, in different colors, while the background remains the same.

@flatlander: Haha, your amazement suits your name. Not familiar with the z-axis, are you? ;D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Igfig on July 13, 2010, 11:46:02 am
Hurrah!  New stuff!

Something I'm wondering about: Have you reserved any tiles in your set for modder use?  It looks like your ¥, ₧, and 255 are unused, but is that a conscious design decision or are you planning on filling those spaces?

Also, I made an animal trainer.

(http://i14.photobucket.com/albums/a349/Igfig/dwarves_tenative.png)

By the way, the real reason I didn't give the planter a hoe was that I wasn't sure I'd be able to differentiate it from the axe that some of the other dwarves are carrying.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: flatlander on July 13, 2010, 11:55:37 am
Oh... it works. Thanks guys!

@flatlander: Haha, your amazement suits your name. Not familiar with the z-axis, are you? ;D

Heh. Well... I like it much better than the little dots that were there before. I used to live over here... in the flat land:

Spoiler (click to show/hide)

Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Motigg on July 13, 2010, 01:32:14 pm
No, don't generate a new world.
Not if you want to use your old one.

Do those other two, though.

And I don't think you'll lose much at all.
Most of the changed Toady makes aren't in the RAWs.
Actually Toady made alot of changes to the RAWs in this version.  Basically of the metals have had their values updated as well as a few weapon raws were changed.  Just checked and saw that you hadn't touch them and kept the old RAWs :-(
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 13, 2010, 01:39:27 pm
Ah...

Well, in that case, that's yet another reason that 0.43 is just filler.
The next version will be 0.50 and I will be doing the raws all from scratch again.

Until then... I guess you'll just have to deal with what we've got.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Motigg on July 13, 2010, 01:44:56 pm
Of course, I still think you two's graphic set is the best there is.  Just figured I'd point it out since it looked like you didn't know.  Keep up the great work :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: s20dan on July 13, 2010, 02:14:51 pm
It shouldn't be a problem, I've been using 0.42 with 31.10, just copy over graphics and 2 or 3 files from the Raws from the Ironhand package.  I think the files you would need are Plant_Standard.txt and a few of the Inorganic_Stone ones.. Mineral/Layer/Soil/Gem. I have yet to notice anything wrong and I believe I have the changes from the latest DF update.

EDIT// Just updated..  WOW  Loving the trick to show the z-level below :)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Star Weaver on July 13, 2010, 02:18:10 pm
You could probably just put the .43 raws in one directory, the .10 raws in another, and moosh the tile data over with the tileset merger program. That's what I'm planning on doing, though my dest directory is going to be the .10 pile of raws and mods I just finished, and my source will include some custom tweaks to e.g. anglermod to use your pretty fish tile right :).

Here are the files that toady changed in .10:

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: s20dan on July 13, 2010, 02:27:55 pm
The only differences I have found between the Inorganic_Stone_Mineral files is a couple of colour changes, like petrified wood. So it looks safe to overwrite those.  Thats comparing the Ironhand file to the 31.10 file.
  And as far as the other files Star Weaver posted, I don't think you need any of those to use the Ironhand graphics.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Passive Fist on July 13, 2010, 04:25:44 pm
Am I doing it right? My doors don't look nearly as nice as the ones a few pages back:
(http://img341.imageshack.us/img341/1117/doors.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 13, 2010, 04:47:05 pm
Interestingly minimalist accommodation you have there!

You havent done anything wrong. All those doors are made of materials with either inverted foreground/background, or light foreground + light background colours.

Previously, doors and pretty much everything else just ignored the background colour so you either got nice doors or dark hard to see doors.

I'm still hopeful of finding a solution but for now they will continue to look like that.

Edit: Your dorf with a chef hat is crafting adobe flash animations? :P

Double edit: Just noticed the mechanic dorf, why didnt I put any spanners on the workshop tables?!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Passive Fist on July 13, 2010, 05:07:08 pm
Thanks! That's just a 48-unit Greek cross though, I got it from the wiki :D

I built some metal doors and they look pretty good, especially the darker one made from iron. The brass door looks pretty gaudy, like you'd expect a brass door to look.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 13, 2010, 05:41:16 pm
Iron, Worm,

Is it possible to make the door frames a permanently dark color like iron? And if it is could you apply that same technique to the door details like wood? That way those details would be constant regardless of material color.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: TealThanatos on July 13, 2010, 07:55:46 pm
woohoooooo!

You guys rock!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 13, 2010, 10:34:38 pm
I will revisit doors at some point and see if there is some way to make them always look awesome without resorting to changing all the material colours in the raws :P


So I did end up moving all my monitors around and reconfiguring everything and as a result, I present for your consideration:

New ropes:
(http://i.imgur.com/XcNVh.png)

Masonry workshop now has a full set of appropriate tools to the same scale as all the other workshops:
(http://i.imgur.com/otYSK.png)

And finally better? vials: (http://i.imgur.com/vWAQr.png) and a more fancy crown:(http://i.imgur.com/JXYfF.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Cheddarius on July 13, 2010, 10:52:25 pm
Those vials are very nice indeed.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Star Weaver on July 14, 2010, 01:30:16 am
Ok, I just took the IH.43 raws plus my mod raws with tile changes I made for IH.42 and projected them onto my update-to-DF.10-with-normal-tiles raws using the tile-picker-merger-thingie, and transferred my DFTerm fort into the Ironhand DF directory and it worked and loos awesome.

I'm fiddling with a design style of making smoothed "buildings" that are seperated by rough corridors and open spaces, and I have a odd curvy organic hallway thing that happened to go through the middle of a microcline node and I think it looks awesome.

I'm planning on putting this up on DFMA using the IH set after I finish my hospital basement and maybe the stone and metal zones. (My poor masons are set up in the middle of some hallway that happened to contain a lot of stone ... and half of the food O_o.) (Also need to load up DT and manage my migration wave of doom that just came in ...)

The only things on my screen that I'm not about are the chairs (all facing left? it looks ok in my dining hall, but I've got an office over here where the chair's on the left) and the beds (because I have blocks of beds and the tapering effect is a little odd), which both look great on their own anyway. The marbly effect on the newest tables is awesome too. This version of the z-below is pretty cool too, being kinda a hybrid dot and color thing. Still a hair too dark, but I hear that's a PITA to adjust :).

I'm rambly. Probably bedtime.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 14, 2010, 05:48:15 am
Awesome; I can't wait to see your fort on DFMA. Tell me when you upload it.

Love the ropes, WormSlayer. Not so sure about the crown, though.
Remember, the crown is also used for ruins on the world map.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 14, 2010, 07:50:13 am
Yeah dont worry about those chairs, an old experiment that I think IH merged by mistake :P
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 14, 2010, 08:49:01 am
Oh, right.

Yeah, I don't like those either.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Star Weaver on July 14, 2010, 11:16:07 am
Oh well, if I get sick of them I found out splicing things in GIMP takes about 30 seconds after I remembered (again) HTF to use the guideline thingies :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 14, 2010, 02:23:18 pm
OK stop hating on the chairs, we agreed pages ago they dont work :P

What about top-down - (http://i.imgur.com/BAerm.png) - or front-on (http://i.imgur.com/bsCv6.png)?

FYI: the z-level below thing looks even more awesome without the dot, but no dot means a blank tile for seeds, flies and other tiny things. The dot also doubles as a bit of wood in the middle of plant tops.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Cheddarius on July 14, 2010, 02:29:35 pm
I much prefer front-on. Top-down just looks like a square at first glance.

EDIT: Also, I know they would usually be made of stone, but could you give them a brown wood color? It'd make them much easier to identify.
Unless they have variable colors depending on which type of stone they're made of; in that case, making them all brown would mess it up.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: blub-dwarf on July 14, 2010, 02:30:14 pm
dont think this wont work with chairs
it wont look good with the table and the dwarfs
they have other looks ("viewing point" dont know the exact word in englisch)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Daywalkah on July 14, 2010, 02:39:17 pm
I like the front-on as well. The top-down looks like a square, like Cheddarius said, or an incredibly deformed mug.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Rebirthocool on July 14, 2010, 02:42:49 pm
i would rather have stools in my fortress than single directional chair tiles

also, this graphics set gets my vote for best yet
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Igfig on July 14, 2010, 03:05:03 pm
Yeah, I say stools as well.  If the chairs have a direction to them, they'll look weird arranged around a table.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: KaelGotDwarves on July 14, 2010, 03:15:07 pm
Now that I've had a chance to play with it, this is the most visually impressive set I've seen yet. Keep up the good work gentlemen.

Looking forward to the finished product.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 14, 2010, 03:20:37 pm
I have considered using stools, but they dont really work for "Throne"?

New ball of wool:
(http://i.imgur.com/F7fIY.png)

Note: I'm not necessarily replacing all these tiles because I hate them, but because we dont have the original artwork and Tile Magic is awesome :D

Unless they have variable colors depending on which type of stone they're made of; in that case, making them all brown would mess it up.

This is the main reason I'm remaking so many, so that everything shows up with the correct material colours, leading to more variation in our forts :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Moontayle on July 14, 2010, 04:05:06 pm
Stools are the only thing that works though since you can't dictate directionality when placing an object. Anything else will cause it to look bad.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 14, 2010, 04:15:36 pm
Stools are the only thing that works though since you can't dictate directionality when placing an object. Anything else will cause it to look bad.

The presence of Bar Stools is at least consistent with alcohol consumption in your average Fort.  :P

---   
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: s20dan on July 14, 2010, 04:15:53 pm
Here's a fort I posted a while ago on the DFMA that uses the Ironhand tileset, although the Dwarves and critters are different as I had a modified set of RAWs:

http://www.mkv25.net/dfma/map-9083-willfulshot (http://www.mkv25.net/dfma/map-9083-willfulshot)

 Use the POIs on the left.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Cheddarius on July 14, 2010, 04:23:09 pm
How do normal DF and other tilesets handle chairs?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ryjer on July 14, 2010, 04:52:30 pm
I have to agree with the stool crowd. I really hate when the back of a chair is facing my tables. It might not make a very noble looking Throne for my nobles but I got a lot more dining room table/chair combination then I got nobles and I don't like my nobles much anyways.

Besides if you think about it, if your King is wearing armor like any proper dwarven king should, he would have a much easier time sitting in a stool then a Throne with a back on it.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 14, 2010, 05:22:45 pm
I like the stools better too.

And I disagree that it doesn't work for thrones.
I can totally see a dwarf sitting on a golden stool.

Anyway, WS, send me your next-level tile without the dot.
Because all those vermin and seeds and stuff can be re-tiled.

Love the string.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Igfig on July 14, 2010, 05:42:30 pm
Vermin can be retiled, but I don't think seeds can.  The dots are pretty subtle, anyway, and I kinda like them for calculating horizontal distance.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: HeliumFreak on July 14, 2010, 05:44:54 pm
Yes go back to the original rock stools please... Stop trying to fix things that aren't broken. Those stools were perfect with the tables, unidirectional, leave it at that
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 14, 2010, 05:48:11 pm
IH - If you load up the last .PSD I sent you, there is a layer in the "Z-Level" group called "seed / fly" - just hide that one. :)

Square stools?
(http://i.imgur.com/Udy94.png)

Or round?
(http://i.imgur.com/lpuxQ.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Meanmelter on July 14, 2010, 06:52:26 pm
Round.

Square would be to weird, as everything is sorta already square. We need more roundedness!

 ;D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 14, 2010, 07:16:11 pm
Yeah I like round, I'll polish them up a bit.

For the one guy who really wanted support for custom workshops; (http://i.imgur.com/HW3Pz.png)

Colour of just the contents of the (in that shot purple) vial is controlled with background colour, foreground colour tints the rest of the tile - should allow it to be used for dozens of different jobs? :)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: xDarkz on July 14, 2010, 07:26:27 pm
Great set guys. It's so different. A little dark for my monitor but oh so amazing.
I was wondering if you guys modded/added some items and creatures?
The reason behind this question arose when I tried loading my save on the vanilla version of the game and "FATAL ERROR" occurred because they couldn't find specific definitions.

EDIT: Yes I generated the world on this. I plan on using this set, was just wondering why it was doing that. It's been poking at me :P.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 14, 2010, 07:37:55 pm
Llamas!


You now have llamas.

Congratulations.




And yeah, I know.
I love them too.
<3
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: TealThanatos on July 14, 2010, 07:42:30 pm
Round rocks!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: xDarkz on July 14, 2010, 08:03:35 pm
Agreed!
Yey for Llamas!

I have one question though.
With the addition of new things into the raws, I was wondering how that could incorporate future versions of Dwarf Fortress.
Say you guys leave for some unfathomable reason, and Toady comes out with a substantial update with new futures, and all the works.
If you say, generated your world on this tileset, and want to keep the expansive fortress.
Could/would it be possible given the changes?

Would it be wise to generate a world on the unmodded version and then use the save with your Graphics set? xP
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Igfig on July 14, 2010, 08:24:20 pm
I agree about the round stools.  The only way I can think of to improve them would be to tweak their perspective to match the tables (or vice versa).  As it is, they look almost taller than the tables.  Maybe brighten the tables' legs a bit?

For the one guy who really wanted support for custom workshops; (http://i.imgur.com/HW3Pz.png)
HELL YES

Seriously man, that's like perfect.


Also, a thought I had while playing an adventurer.  My dude was flashing, as adventurers do.  However, because of the textured background on the graphics tiles, his background was flashing too.  Moreover, the texture made it hard to see status icons like "lying on the ground" or "wrestling".

So how about making the background of the graphics tiles semitransparent?  You can even make the background colour sorta-match the colour of the environment by setting it to 16 or higher.  [7:16:1] for a white foreground and the chameleon background, for instance.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 14, 2010, 08:39:22 pm
Doors revisited:
(http://i.imgur.com/KP1JG.png)
Dark ones still look weird, but bright ones look a lot better :)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 14, 2010, 08:55:47 pm
Hey, those doors are nice.

The only one that's kinda weird now is the dark grey one (lead?) and the dark blue one (cobaltite?)

I've loving the one on the bottom-right. What is that, copper? It's hot.



As for the me leaving thing,
first: don't count on it,
and second:
You don't actually need a whole specification for it to work.
Your raw file for llamas could look like this:

[CREATURE:LLAMA]

with nothing else,
and it would work fine.
They'd never appear with merchants
because they don't have [DOMESTIC]
and they'd never spawn in because
they don't have any BIOME flags.
So they wouldn't even be an issue.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Solace on July 14, 2010, 09:01:49 pm
If we're gonna have round chairs, maybe we should have roundish tables too?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 14, 2010, 09:08:26 pm
(http://img571.imageshack.us/img571/6231/537372465cjoiufph.jpg)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 14, 2010, 09:16:34 pm
It squirms and fidgets, beware its deadly dust! :F
(http://i.imgur.com/zfoL5.png)

Edit: I like round chairs / square tables, stops the chair looking like a baby table :P

Double Edit: Bottom right door is cinnabar :) - Would it totally screw everything else up if we changed the material colours around to fix the dark doors? - Also; any idea why metal doors dont show up?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Solace on July 14, 2010, 09:30:07 pm
Well I don't mean copying it like before, maybe just rounding the edges a bit is all. :P /idea
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: userpay on July 14, 2010, 09:53:18 pm
Uh, when I went to the init file to adjust the size of the DF window I noticed that it seems to be set up differently. Did you guys hardcode how big the screen is or something because the sizes in the init file don't match up to what its actually displaying as. And how do you adjust it?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Hippoman on July 14, 2010, 10:17:51 pm
IH - If you load up the last .PSD I sent you, there is a layer in the "Z-Level" group called "seed / fly" - just hide that one. :)

Square stools?
(http://i.imgur.com/Udy94.png)

Or round?
(http://i.imgur.com/lpuxQ.png)
He strikes again.
Edit: twice.
Also I hate both. I can't see the legs.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Dearnen on July 14, 2010, 11:10:22 pm
I was gonna vote for your original square mini-table chairs until I saw the new round stools.  Nice!  They do look taller than the tables, though.  They're showing too much leg.  :P  The difference makes the tables look flat to the floor in comparison.

Regarding beds, I would go with a simple overhead view with one pillow.  Keeping it simple will allow for subtle shading for wrinkles in the bedding, etc.

I also had some thoughts for some of the dwarves.  Perhaps give the chief medical dwarf one of those little round mirror things that doctors used to wear on their foreheads.  Similarly, the miners could have a lamp on their heads.

Has any thought been given to how the pointy eared tree loving freaks elves are going to look?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: BoomClap on July 15, 2010, 12:06:47 am
i'll go with square
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ampoliros on July 15, 2010, 12:53:11 am
I was gonna vote for your original square mini-table chairs until I saw the new round stools.  Nice!  They do look taller than the tables, though.  They're showing too much leg.  :P  The difference makes the tables look flat to the floor in comparison.

Yeah, this.

Also while i really like the z-level below stuff in .43, the colors of it seem to make the open parts of caverns really, really dark to where they're difficult to distinguish from the surrounding unseen rock (normally you'd have the little blip to guide you as to which is which)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: jjdorf on July 15, 2010, 01:15:16 am
Just wanted to slip in and note to you guys how awesome this graphics set is.  I had previously been messing around with a modified Aesomatica 16x16, without creature graphics.  I now have colorful artwork that actually looks good.  I will probably not be changing to any other graphics set for a long time coming.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Rebirthocool on July 15, 2010, 01:19:50 am
i'll throw my vote in for round stools  ;D

i like the easter egg gems too
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 15, 2010, 01:39:17 am
Round stools looks good. When both objects stay the same shape, differentiation issues tend to sneak up from under the table, and poke you in the eye when least expected. Besides, the tables are so often used for eating, so you would want the traditional square design there, to safely wield cutlery and afford broad swings with the ale.

Square tables looks more Dwarfy at any rate, and that trumps all rational thought. So take it out on the stools! Also handy for tantrums!

---
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Dearnen on July 15, 2010, 01:44:49 am
Best of all, when dwarves jump up to celebrate with booze in hand, the stool has a better chance of rolling out of the way if it's round.  Square stools are a tripping hazard for properly inebriated dwarves.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Maldevious on July 15, 2010, 06:46:55 am
Definitely go with the round stools!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 15, 2010, 07:08:40 am
Consider it done.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Harmonica on July 15, 2010, 08:55:42 am
I think I'm vehemently opposed to these new-fangled round edged things.

I'm not mistaken in thinking that dwarves love their chamfered edges and squares.. and that circles are considered inefficient and un-dwarvenly?

I have an alternative: what about benches? A rectangle, which looks good on its own but in a row forms a long bench?

quick and dirty:

(http://i32.tinypic.com/2046rk.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 15, 2010, 09:15:57 am
Rows of chairs running north-south will look weird, though...
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Harmonica on July 15, 2010, 09:33:40 am
You're right. You spotted a slight flaw :)

If I think about dwarven seating I reckon they would use benches, though.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 15, 2010, 10:19:39 am
That Lord of the Rings movie over-emphasized Dwarven squareness a bit, to create architectural contrast or something. Not that simplification is bad, I am all for that. But roundness and Dwarves should traditionally not be mutually exclusive, how could you otherwise get a proper beer belly. He he...

---
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 15, 2010, 10:40:45 am
I too am in favor of the round stool.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vince on July 15, 2010, 11:02:25 am
And that's why I think a custom make-your-own-tileset install helper would be great! :)
Square benches for me btw.

Great work!

BTW: Because no one commented on it, I post it again:
(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)
http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 15, 2010, 12:16:34 pm
 Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/s
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vince on July 15, 2010, 12:18:35 pm
Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/s
I already volunteered to do it some pages ago, after proposing the idea. ;P
Programming is not the work of Iron and Worm, after all.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Cheddarius on July 15, 2010, 12:52:03 pm
Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/s
Technically, you could make that argument for submitting a tileset as nothing but the regular DF ASCII tileset.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Star Weaver on July 15, 2010, 01:10:22 pm
The round stools are just an aproximation of of a 32-side faceted shape with a multi-level bevel (or is that a chamfer?) around the rim. Becuase the IDEAL dwarven chair is a gigantic crown-cut gem that you sit on, in a giant gem-setting that provides legs. Or something ^_^
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 15, 2010, 01:18:02 pm
Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/s
I already volunteered to do it some pages ago, after proposing the idea. ;P
Programming is not the work of Iron and Worm, after all.

Yeah, forgot about that post.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 15, 2010, 01:32:30 pm
Not that we can't program.

At least, I don't know about WormSlayer;
but I write a little Java every now and again.

Did you guys see that DF chess board I made a while back?
I think the only people that saw it were the DF Fan Art people.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Urist McFail on July 15, 2010, 03:34:13 pm
When you decide on a chair style, remember that they are used as tiles in raised drawbridges.
In my current crummy fort my left raising drawbridge looks funny with its side on chair as the top tile, the upside down square stool on the bottom tile is perfect though.

Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 15, 2010, 07:00:03 pm
I dabble, what was the question? Oh duh :P

Didnt someone else say there is already an app for mixing and matching tile sets?

Also: I just installed the latest tileset, but when I embark the ground is littered with weird flashing tiles constantly changing material? O.o

From some forum searching this seems to be a problem relating to duplicate entries in the raw files?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: TealThanatos on July 15, 2010, 07:05:07 pm
And that's why I think a custom make-your-own-tileset install helper would be great! :)
Square benches for me btw.

Great work!

BTW: Because no one commented on it, I post it again:
(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)
http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.

Vince, it's difficult to picture them in game in contrast to the current ones, which is probably why not much response. If you can get them as a screenshot in game people are going to be more likely to comment on it :)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vince on July 16, 2010, 02:26:37 am
Not that we can't program.
Not that I wanted to imply that! :)
Quote
Vince, it's difficult to picture them in game in contrast to the current ones, which is probably why not much response. If you can get them as a screenshot in game people are going to be more likely to comment on it
True, but I lack the skill/time to add tile magic to them.
I will try, though.
Tried and failed, sorry guys.
I couldn't figure out how to change the pebbles so that they work like the gems in the gem tile.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 16, 2010, 12:21:02 pm
I couldn't figure out how to change the pebbles so that they work like the gems in the gem tile.

The gems tiles work like this:

The gem in the middle is only in the RGB part of the image, so that gets tinted to the foreground colour. The stone detail is only in the alpha channel and in game, the background colour (grey usually) bleeds through.

A lot of other tiles do the opposite though just for fun and it confuses the hell out of me sometimes :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: nenjin on July 16, 2010, 02:43:17 pm
Hey Ironhand,

This is the first time I've sat down to use your tileset. It's great, but there are some readability issues for me. I don't know if it's been mentioned before but...

Spoiler (click to show/hide)

It's really hard to distinguish what's selected with that color. Might just be my monitor settings.

Similarly, the glow effect on the lettering makes it look fuzzy to me, but that's down to taste I guess.

And, as others have said, I think doors could use some more love. In that same screen shot, the detail on those mudstone doors is nearly invisible (again, on my monitor anyways.) Some hard dark lines just picking out the edge and some simple details on the inside would do a lot for those.

Great work though. I find it all a little noisy at times (on the surface), but I'm sure that gets less as you learn the tiles.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 16, 2010, 02:50:43 pm
I actually am thinking about revisiting the rough ground tiles sometime.

As much as they are what started it all off, they could be even better.
I agree that doors need some love. Maybe I will take a look at it myself.
WormSlayer has a great start there, but another set of eyes might help.

As for the color disambiguation, that is a problem with my colors settings.
All the blues and cyans are very similar, and so are the two greens.
I think I will try and separate those out a bit in the next release.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: BlackRogue on July 16, 2010, 03:20:59 pm
I use my own custom colours which doesn't seem to help much.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 16, 2010, 08:18:26 pm
I think it will. Try the defaults.
I think there's a lot of contrast.

I'm aiming for the happy medium.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: BlackRogue on July 16, 2010, 08:38:20 pm
I like it because it's all nice natural colours, I'll probably use it for my own set once I get that started.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: breadbocks on July 17, 2010, 02:54:06 am
Color me stupid if it can't be done, but could you use your fancy tile magic thinggimajigger to make the sprite change based off the armor equipped? Not necessarily the color of the armor needs to change, but if they are only wearing a metal helm, could it show?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 17, 2010, 06:57:52 am
Nope.

Dwarves are actual graphics, rather than tile art,
so if we could make specifications like that, they could be very detailed.

But we cannot. We can only specify their art based on their "profession",
which is pretty much just their best skill or group of skills, plus military stuff.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Snook on July 17, 2010, 11:08:17 am
I love this tileset. I just wanna reiterate that point, since it needs saying.

Now on to my first 31.10 fort, since it's (finally) the weekend!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 17, 2010, 01:05:59 pm
I'm also starting a new fort with 31.10 for testing purposes.

Here is a little interim release with less glowing objects to save you from eye strain! :)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Harmonica on July 17, 2010, 01:38:01 pm
Also: I just installed the latest tileset, but when I embark the ground is littered with weird flashing tiles constantly changing material? O.o

From some forum searching this seems to be a problem relating to duplicate entries in the raw files?

I had this problem when I was editing a few months ago. I think I had mistyped into the material raws. An extra character here or there will do it. I couldn't find the exact cause so I had to replace my lovely custom colours and stuff.

(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)
http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.

I really dig that style you've got going on, everything looks very natural and yet detailed.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vince on July 17, 2010, 02:00:35 pm
(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)
http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.
I really dig that style you've got going on, everything looks very natural and yet detailed.

Haha, that's nice, but that are just Worms/Irons tiles copied together to show what I mean with "ores/stones/gems sorted by value". :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Eremit on July 17, 2010, 03:14:31 pm
I'm also starting a new fort with 31.10 for testing purposes.

Here is a little interim release with less glowing objects to save you from eye strain! :)
Spoiler (click to show/hide)

I registered(again) to react for 0.43 set, and this post.

Suddenly, after seeing that pic, i just made what i want you to check, guys:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

tileset:
(http://i26.tinypic.com/nv7250.png)

7z:
http://www.easy-share.com/1911357184/ironhand0_dfg.7z

Now, what's there, on these screens:
- doors that were best in 0.42 ironhand set and were definitely broken in 0.43, chg to 0.42's here.
- bag(0.31 pictogram - sex representation made bags just...bad looking now, Mayday icons were optimal and strangely...clear. Taken from Mayday set).
- levers - taken from Mayday(maybe unnecesary, but something made me doing it like this),
- beds - non tile-magic bed from Mayday set(That's the SHAPE to make perfect tile-magic'ed beds, imho).
- dwarves taken from Mayday set(so it's not considered here, imo, neccesary for long term DFG sets user, unfortunately no tile-magic here;/)).

I thought i share this, as with 0.43 i can see some..disadvantages of current..way.
Btw, workshop tiles are barely readable without zooming, i think these may need other, simplier method for 16x16's.
---
Big respect, Ironhand, you are doing great and refreshing job, but do not loose it, please...
---

Now, this post is comment, nothing more.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: s20dan on July 17, 2010, 04:30:17 pm
All these extra tiles.. I just made/edited one too :)  It has diagonal wall sections, anyone interested?

(http://s20dan.webs.com/ironhand2.png)

 Right Click Save as (http://s20dan.webs.com/ironhand2.png)

Although it doesn't show in the pic for some reason, there are engraved wall sections
too.
 Its the interim tileset that wormslayer posted but with some 'tilemagic' to the gems and the diagonal walls plus a few other tweaks.

Pic:
Spoiler (click to show/hide)

EDIT//  There was a problem with the fonts, so they have been replaced with the Ironhand Clean ones.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 17, 2010, 04:36:05 pm
Don't we all have our own idea of perfection. There is no such thing though, only an idea of perfection that takes the form of an approximation. And for every individual focused on this matter, this approximation takes a slightly different form. True perfection would for some represent stagnation, for then all work in the field could be dropped forever.

That is not our nature, some say that if we went to Heaven, we would be bored to death. It is the journey there that can hold some interest.

Keep up the good work.

---
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: soul4hdwn on July 17, 2010, 05:11:28 pm
someone commented about size. but due to the graphic versions of DF you can resize the window so size doesn't necessarily matter. you can have a 32 or 21 or 48 size tile and it'll work fine just need to use that mouse wheel.

larger sizes gives room for more detail but some people refuse to mess with the zooming
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 17, 2010, 05:48:25 pm
Hey, guys!

Here's the deal.
0.44 isn't gonna happen until after the next Toady release.
I've got a bunch of stuff to do this week, but I'm done on like Wednesday.

So then I'll sit down and put some stuff together, hopefully.
And I should be able to release 0.44 by the end of the week.

Until then, bother WormSlayer.



And don't worry, Eremit.
I'm not losing it.

First, I honestly like WormSlayer's stuff.
I think it goes nicely; at least a lot of it does.
I might sort through it and fiddle with some though.

(speaking of, Wormy old bean, what's with the rotary fan?)
(I think it's a bit too soothing and not quite enough painful)

And second, we're getting way more done with him around.
If he weren't here, I'd still be bogged down with stuff anyway,
and then you guys wouldn't be getting much new art at all.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 17, 2010, 06:21:59 pm
Well IH old chap I've been molesting your tiles for weeks, so your more than welcome to do the same to mine - If they end up more awesome then everyone wins! :D

Yeah it does kind of look like a desk fan - I spent way too long trying to make the blades look contoured :)

I have a pretty massive, high res monior and I dont have any trouble making out the workshops? The custom one is a bit cluttered though, I may remove a few things.

People modding mod's of mod's is cool :)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: TealThanatos on July 17, 2010, 07:01:17 pm
Diagonal walls = win.

Necessary! Neecceeeesssarryyyy! :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: userpay on July 17, 2010, 07:08:30 pm
I think I'll agree that diagonal walls are better than the normal ones.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: s20dan on July 17, 2010, 07:13:15 pm
Thats what I always thought, but it seems we are in the minority :)
 Btw I just updated that diagonal wall PNG to allow you to see the Z-level below more clearly, like what was in the previous Ironhand version.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 17, 2010, 07:43:13 pm
Has anyone done a set with rounded corners?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Robsoie on July 17, 2010, 07:52:50 pm
I had difficulties with the text font previously at the resolution/windowed size i play with, and now with the glow it is worse for my poor old eyes, so for anyone interested here is :

-a mix of Ironhand tileset with Haowan letters and numbers
Spoiler (click to show/hide)

-a mix of Ironhand tileset with Teeto_K/Maus letters and numbers (slightly edited manually by myself)
Spoiler (click to show/hide)
edit : uploaded the fixed version of the second tileset
Open the spoiler and Right click and Save As the one you want.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: blub-dwarf on July 17, 2010, 08:52:36 pm
hi one question
whats the best resolutions for this game?

i try to play on my laptop with 1280x800 do i change or move the window the pictures are going smaller
when i try to play on my TV (40" with 1920x1080) i cant hardly see any dwarf and it looks like its smaller than normal.
why dose the resolution change if i move the window?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: s20dan on July 17, 2010, 08:57:27 pm
The resolution doesn't matter too much because you can zoom in or out with the mouse wheel. I play at anywhere from 1280 x 800 to 2560 x 1600 and theres no difference between them with the zoom.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Robsoie on July 17, 2010, 09:07:07 pm
In the init.txt , if you see
[PRINT_MODE:2D]
change it to
[PRINT_MODE:STANDARD]
It will allow you to zoom more, so even in a lower resolution you can get (though slightly deformed as after a specific level of zoom, the tiles are not square anymore but become rectangular) a bigger view.

By example i have set my windowed DF
[GRAPHICS_WINDOWEDX:1024]
[GRAPHICS_WINDOWEDY:600]

And if i zoom in at its maximum, here the window i have :
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Sean Mirrsen on July 17, 2010, 11:57:56 pm
Uh, what? Just set it to 80x25, and then resize the window to fill the screen. No stretching, largest space available.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: HeliumFreak on July 18, 2010, 01:59:59 am
Spoiler (click to show/hide)

Similarly the stockpiles menu, for example Food and "u" for prepared food, visibly no difference between it being selected or not
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 18, 2010, 07:03:16 am
Yeah, that's all the color scheme.
I'm aware of the problem. Thanks.

Also, if you leave the init at 0x0,
it'll choose the best resolution for you.
And it'll update when you resize or
move or fullscreen the window, too.

If your monitor is less than 1440 pixels
horizontally, you get squished a little bit.
But it still works and everything.


100 pages!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 18, 2010, 05:48:35 pm
I've been playing with these coloured rocks all day and I quite like them:
(http://i.imgur.com/a421G.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: soul4hdwn on July 18, 2010, 08:06:34 pm
that is better than phebius's version which was smaller and was hard to tell the colors of first two gem levels.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 18, 2010, 09:34:26 pm
I like it.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Daywalkah on July 18, 2010, 09:40:44 pm
Those rocks are pretty good.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Igfig on July 18, 2010, 09:49:29 pm
The four-gem tile looks a little too regular, but other than that I like.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 18, 2010, 10:23:21 pm
So many little tweaks today, some so subtle you may not even notice if they make it in! :D

Highlights include cages that should look pretty good no matter what they are made from, metal ones even look thinner and more wire-like? :D
(http://i.imgur.com/TIaP6.png)

New Cave Wheat / Pig Tail / various other plant tile with TileMagic(tm)?
(http://i.imgur.com/H7Lxs.png)(http://i.imgur.com/GmyZS.png)

Figurines that are not cyclops? ;)
(http://i.imgur.com/LCUWk.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: xDarkz on July 19, 2010, 02:59:42 am
WormSlayer, Ironhand, you guys are amazingly graphic artists.
You guys must really love Dwarf Fortress to go through all this trouble, and man, am I thankful :P.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 19, 2010, 03:12:27 am
I'm a bit late, the green stones now high above us looks very good indeed. The new wheat/plants looks good. Can't see the cage bars on the darkest cage, well I can see them at the very edge of eyesight. But the frame comes with a good visibility compared to the dark parts and/or the background. Sometimes hard to see what things will do in the "live" environment though. Screenies might convey the individual design, but not always the larger picture. And believe me, the thing that makes this set so good is how it all comes together.  :)

On another note, the background looks pretty sweet on my monitor, I don't find the ground patterns disturbing or especially "noisy" compared to the roughness they try to emulate? The contrast between rough stone and smooth "treated" stone would suffer if the background is toned down further?     

---
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 19, 2010, 08:46:35 am
A quick mock-up to see what rounded corners would look like:
(http://i.imgur.com/uteSa.png)

And messing about with tables and chairs some more:
(http://i.imgur.com/u08aC.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: flatlander on July 19, 2010, 09:19:40 am
In the init.txt , if you see
[PRINT_MODE:2D]
change it to
[PRINT_MODE:STANDARD]
It will allow you to zoom more, so even in a lower resolution you can get (though slightly deformed as after a specific level of zoom, the tiles are not square anymore but become rectangular) a bigger view.

Thank you for this useful information. I have been looking for how to increase my zoom for my netbook mode.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: blub-dwarf on July 19, 2010, 12:17:39 pm
hi thanks for the fast replay thetipp with zooming works wonderfull on my 40" TV

one last wish or question
is it possible for someone with graphic skills to changethe smoothedstone from black lines to white? just would want too know how this wouldlook like.

tryed it for my self had no luck to change it.


Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 19, 2010, 01:29:47 pm
You mean the smoothed floors? They would look roughly like this? (http://i.imgur.com/u5Ikn.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: blub-dwarf on July 19, 2010, 02:19:48 pm
yeah thats what i meant
how did you do this?
i want to try it on greater rooms if it could look like better or make the game a little bit brither
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Cheddarius on July 19, 2010, 02:29:49 pm
hi thanks for the fast replay thetipp with zooming works wonderfull on my 40" TV
Hah, that should be fun.
Someone should play DF hooked up to an IMAX screen, perhaps one floor on each panel. Pure joy.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 19, 2010, 03:45:02 pm
Here's what the smoothed floors with white grout looks like in a medium-ish size room. I actually kinda like it... The only problem I see with the white grout is it looks a little less detailed to me. Dark grout looks more detailed except on dark stone where all the detail blends together. 6 of one, half a dozen of the other.
(http://i157.photobucket.com/albums/t52/pyra18/whitegrout.png)
Strangely enough, it had the added effect of making my brown doors actually look good. Below is what the doors and floor looked like with black grout.
(http://i157.photobucket.com/albums/t52/pyra18/blackgrout.png)
...On second thought, that's probably because I used the interim set that WormSlayer posted up a few pages back... Note the round stools.  ::)
By the way, nice interim set. :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: blub-dwarf on July 19, 2010, 04:51:38 pm
wow i kinda realy like the white stone too
how did you attach the stone in the game?

thanks for your screenshots ^^
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 19, 2010, 05:05:39 pm
I saved off the .png that Wormy posted and then grabbed his interim set. I used Gimp to copy and paste the white grout tiles onto his interim set. Saved it and then moved it into the \data\art folder. The easiest way to get it to work is to rename ironhand.png into something like ironhand-old.png and then rename your modded set to ironhand.png. In fact you can have all sorts of versions in there and whenever you want to change you just change the name of the one you are using to something else and change the name of the one you want to use to ironhand.png. Quick and easy tileset switching. :)

To save you the work...
(http://i157.photobucket.com/albums/t52/pyra18/ironhand-white.png)
Note that this has 'experimental' Wormy art in it that hasn't been incorporated into the actual version yet. Like round stools instead of left facing chairs. :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Igfig on July 19, 2010, 05:13:07 pm
A quick mock-up to see what rounded corners would look like:
(http://i.imgur.com/uteSa.png)
That looks good.

Quote
And messing about with tables and chairs some more:
(http://i.imgur.com/u08aC.png)
Don't like that much, though.  The chairs and tables don't match at all now.  Also, the tables look like they have beveled edges, which is weird.  Why not just go back to your last set of round stools, shorten the legs a bit, and call it a day?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 19, 2010, 05:33:09 pm
Wormy: Looking at the various round stools I have to say that I like the ones in the set you posted up. But it seems like it should be smaller around. What would it look like being roughly the same size around as your new ones, but with considerably shorter legs? It seems as though this is a perfect candidate for the 'less is more' type of thing. Don't make it fill the entire space. As nice as it makes it look it also ends up looking like a round table, more or less.  :-\
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Meanmelter on July 19, 2010, 06:05:17 pm
I do not like the chairs. It gives the game a more of a, Side-View instead of a Birds-eye view.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Cheddarius on July 19, 2010, 06:14:55 pm
I, too, prefer the older chairs.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 19, 2010, 06:58:31 pm
Yeah I;ve been messing about with the tables and chairs, this is what they look like right now:
(http://i.imgur.com/uHuf3.png)

Also :D
(http://i.imgur.com/MUMg0.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Star Weaver on July 19, 2010, 07:06:16 pm
The demon tiles are just awesome.

The latset charisperiment is interesting. The stool sorta reminds me of a training maching from ... dungeone keeper? Big post thing with dangling flails.

It would probably help judge if you showed rows of tables and chairs in horizontal and vertical at the same time :D.

Oh, and I flopped my current fort back over to IH (.43 set, I think) and threw it up on DFMA (http://mkv25.net/dfma/map-9214-oilyprices); I just had a goblin ambush set that killed most of my military so I have no idea how much longer I'm going to sruvive :D. I'll throw some POI on it tomorrow when I have time :).
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 19, 2010, 07:11:22 pm
For those of you who like the white grout here is a variation that occurred to me: If you can paste this into the tilesheet with the alpha channel intact, smooth floor tiles will have black grout and engraved floors white/coloured grout: (http://i.imgur.com/eXcfH.png)

Example:
(http://i.imgur.com/ZdxAC.png)

Hey Star Weaver, shouldnt all those " symbols outside be showing a plant graphic?

Funnelling gobbo's through a narrow entrance lined with cage traps seems to work pretty well, here is my main entrance after a recent gobbo siege :D
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Urist McFail on July 19, 2010, 07:45:27 pm
I reverted back to your square chair/throne tile.
I tend to have drawbridges raised and the chair tile (and the 3 other rotated chair tiles) is used in drawbridges that raise to the left or right (vertical)

Fingers crossed full graphics get implemented in the future!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Star Weaver on July 19, 2010, 08:40:31 pm
Hey Star Weaver, shouldnt all those " symbols outside be showing a plant graphic?

Yeah, I was just wondering about that myself. They don't show up as anything when undesignated. It's probably cotton or safflower or something; I've got Rhenaya's plants and one of my own. I think I left the raws with tiles set for them in the .42 directory -- I made some changes on the DFTerm version, so I copied the raws over and re-merged the IH tiles with the Selector tool thinigie; from an incomplete set :\.

Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 19, 2010, 08:54:54 pm
Those new engraved floors are awesome. *weeps at the beauty* Seriously though, very nice. :D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Rebirthocool on July 19, 2010, 09:04:38 pm

(http://i157.photobucket.com/albums/t52/pyra18/whitegrout.png)


This. with dark grout.  ;D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Eviltane01 on July 19, 2010, 09:11:56 pm
Yoyo  just wanne show my support to the mod. I love it!
Ironhand and wormslayer and too all the others that work on this mod  I invite all of you to my legendary ale stores 10 000 Barrels of the finest drink await you!

 ;D
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 19, 2010, 09:15:38 pm
Latest chairs and tables, unexpected twist, and definitely a distinctive design. While the previous stone stools looks more sturdy, fairly neutral, and would represent a safer design, the later and more elaborate approach would solidify the uniqueness of this project, seeing as there are stools present in other sets. Once again the path is far from linear. :-)

---
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 19, 2010, 09:25:02 pm
That last screenshot reminded me to have a fiddle with the "remains" tile. How about a pile of generic offal with a bone sticking out?

(http://i.imgur.com/Z3L6m.png)
(Bone and bits of bone tinted by foreground colour, offal tinted by background colour; but I dont have any exotic bits laying around :P)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: soul4hdwn on July 19, 2010, 09:41:02 pm
That last screenshot reminded me to have a fiddle with the "remains" tile. How about a pile of generic offal with a bone sticking out?

Spoiler (click to show/hide)
(Bone and bits of bone tinted by foreground colour, offal tinted by background colour; but I dont have any exotic bits laying around :P)
omg you can totally mix that with one of the levers, just add a skull or something O.o

probly won't be good but might be fun(ny) to mess around with XD
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Thundrim on July 19, 2010, 09:42:11 pm

Regarding the remains: Slightly hard to identify the bone, it merges with the refuse, and thus it is possible to come up with imagery based on the complete shape. Might have to be more obvious, and less generic maybe.

Heh. I can see a weird animal there now, after doing the mind trick on myself. 

--- 
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 19, 2010, 09:48:58 pm
I might be in the minority, but it seems to me that remains would look a lot better if they were just white, with maybe a bit of red tinting to the pile of offal. That would make the bone sticking out a lot more prominent and should clear up confusion as to what it is. The tinting of objects just doesn't seem to fit real well with that particular item. Again, this might be just me...
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 19, 2010, 10:02:13 pm
If only such a thing was possible Theodolus! The remains look like this before the engine butchers the colour scheme :P

Edit: To clarify; any graphics we make automatically get tinted different colours by the game engine depending on what material its made from and stuff. :)

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

In some random circumstances it may end up looking exactly like that in game, but only if the particular remains happen to use the correct foreground and background colours...

Edit: Oh... If I swap the foreground and background it looks a lot better :P
(http://i.imgur.com/ikPqN.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Cheddarius on July 20, 2010, 12:21:04 am
It looks rather like a turkey to me.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vince on July 20, 2010, 01:47:11 am
For those of you who like the white grout here is a variation that occurred to me: If you can paste this into the tilesheet with the alpha channel intact, smooth floor tiles will have black grout and engraved floors white/coloured grout: (http://i.imgur.com/eXcfH.png)

Example:
(http://i.imgur.com/ZdxAC.png)

I LOVE it!

And the sand in your latest screens make me wish we had tile transitions (or at least ... uh... "region rounding") in DF.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 20, 2010, 07:02:07 am
I wonder if a custom reaction could be created to make something like a bucket of grout filler in the colors of sand?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vinnie on July 20, 2010, 12:44:22 pm
Ooooh~ The sneak peek stuff just looks so pretty~. How I want it... Excellent work, guys!
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 20, 2010, 02:07:52 pm
For anyone who wanted the smooth floors with black grout and the engraved floors with white grout. This is on WormSlayer's round chair set.
(http://i157.photobucket.com/albums/t52/pyra18/ironhand.png)

If you want to put that smooth floor tile onto one of the other versions all you need to do is save the tile WormSlayer gave us as a .png, open ironhand.png in GIMP, use the select tool to select the appropriate tile (3rd row down, 5th from the right), erase the tile, copy and paste the new tile in. Pretty simple, just make sure that you see the alpha channel (gray and dark gray pattern) before pasting in the new tile.

Also, Worm, Ironhand, hope it's okay that I keep throwing these up. If you'd rather I not I'll restrain myself. :D

Edit: WormSlayer, are the four gem tiles you gave us on page 100 the actual deal, or is there a non-colored version that should be pasted into the set? I like those gems more than the ones in the sets we have.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 20, 2010, 02:48:14 pm
You're fine.

Post to your heart's content.



One more day and I'm free! = D

Oh, and WormSlayer old sport.
I probably should be shooting you down
without any lovely new art of my own, but:

The new tables and chairs are a not so much for me.
If you can, though, I think the tables and chairs could
do with a little bit sharper of an edge.
And I think they should fill their tiles.
But the bevel on the table is cool.
You could slap that on there too.

Otherwise I will play with it when I get back.

The remains aren't doing much for me either.

Just my thoughts. I'll look at it all together later.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: blub-dwarf on July 20, 2010, 03:35:00 pm
thanks Theodolus

going to try it out

so you mean if i want every floor with white sprites i need gimp to change there the color?

thanks
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Solace on July 20, 2010, 03:43:01 pm
The new tables and chairs are a not so much for me.
If you can, though, I think the tables and chairs could
do with a little bit sharper of an edge.
And I think they should fill their tiles.
The problem, I think, is that you can't have the tables and chairs fill their tiles, and yet have the tables look taller than the chairs.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Ironhand on July 20, 2010, 03:52:23 pm
Is that a challenge?

But yeah, I guess I didn't mean chairs.
Tables should, though.
I like to be able to stick a bunch together.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 20, 2010, 03:53:31 pm
Here is the most recent wacky experimental version I'm playing with, use at your own risk ;)
Spoiler (click to show/hide)

Solace is right about that, the chairs have to be at least a little shorter - It's bad enough how badly we are already abusing perspective to show the legs while keeping tables square :P

Another problem with tables is that every workshop has work tables in them made from a stone tiles so the precedent is kind of set for a top-down view where you cant even see the legs?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 20, 2010, 04:37:56 pm
so you mean if i want every floor with white sprites i need gimp to change there the color?

Hrm. Not sure exactly what you are looking for here. I think I can explain it (though Ironhand can probably explain it better (might want to check out his tile magic thread)) but it would probably take too long to do that here. If you PM me more details as to what you are trying to do, I can try to explain it a little better without cluttering up this thread.

I like that tile for engraved floor! It's a tad dark for my taste/monitor, so I lightened it up a bit. Even darker though it really makes the engraved vs. smoothed really pop. Unless another better version comes around I'll be sticking with this one. :D I have to agree with Ironhand (and I think you as well, WormSlayer (Wormy?)), that the table needs to take up the whole tile so rows of tables look better. Chairs are progressively looking better but still need a fair amount of work.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: ChickenLips on July 20, 2010, 05:12:09 pm
Thought I'd pipe up and say I really love the tileset and what you've done with it so far.  I've been using it happily.

On the chairs: I may be a bit strange, but I like how the chairs and tables are in the last official release.  Not so hot on stools or anything either, I'm afraid.

Also, I was working on (roughly) converting the plants in Civ Forge and SethCreiyd's Flora & Fauna for my own use with my Ironhand build, and made a quick sort of guide for plant tiles in your set to submit to Mephansteras in case he finds it helpful for CF.  So, on the off-chance that anyone else would find it useful, I'll paste it here for anyone who might like to convert their plants into your graphics framework.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 20, 2010, 07:04:11 pm
On the subject of plants; the cave wheat/pig tail tile in that sheet I posted above? If you set the background to black you can probably use just the stalks for grass-like plants.

Oh you covered that :/
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Igfig on July 20, 2010, 11:14:49 pm
I was wondering if I could make engraved surfaces brighter without changing the grout.  Adding 20% transparency to the tiles of the floor gave me this:

(http://i14.photobucket.com/albums/a349/Igfig/engraving1.png)

I also played with the walls, with mixed results.  I converted the black in the middle 8 pixels of each wall to transparency, which didn't do much to the microcline in the previous picture, but looks good on the lignite and kaolinite in this one:

(http://i14.photobucket.com/albums/a349/Igfig/engraving2.png)

What do you think?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 21, 2010, 01:05:25 am
Interesting look Igfig... not sure that they are distinguishable enough. I really like the looks of Wormy's newest engraved floor though. I personally was messing around with chairs and tables. I think I got it so the chairs look shorter than the tables now, but not really sure. It's late and I can't really decipher what my eyes are seeing. :P Anyway, below are my attempts. There's a small bump on the back side of the chair that I don't really like but I don't have the time to mess with it right now.
(http://i157.photobucket.com/albums/t52/pyra18/Newstools-1.png)
Also, see the entry way for engraved floor tiles. I brightened them up a hair from Wormy's default. All this fiddling with the setup makes me want to do something completely original... Ah well, bed beckons.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Harmonica on July 21, 2010, 02:09:53 am
I also played with the walls, with mixed results.  I converted the black in the middle 8 pixels of each wall to transparency, which didn't do much to the microcline in the previous picture, but looks good on the lignite and kaolinite in this one:

(http://i14.photobucket.com/albums/a349/Igfig/engraving2.png)

What do you think?

I like the effect, but what about if you had the transparency on the edges of the walls, rather than in the middle (doesn't that make more sense for engraved walls?). You'd still have the stone in the middle as you'd expect, but around the edges where they've worked the engravings, the rock would be slightly smoother.

I think it might also be a tad too smooth, though.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Vinnie on July 21, 2010, 07:35:11 am
I like the changes to the chairs in the 'experimental' version, Worm. Stools are a plus, since I can put them on any side of a table without making it look silly.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 21, 2010, 04:05:51 pm
I think I would actually prefer some kind of pattern on the wall (sort of like the engraved floors are now) rather than the dotted outline...

Big bevelled tables with different stools, but now both using the same fake perspective.
(http://i.imgur.com/eXXns.png)
(Why the hell do dorfs stand on tables all the time? The kitten at least could be underneath the table...)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Theodolus on July 21, 2010, 04:47:01 pm
I prefer to think of it as 'Drunken Reveling'. They spontaneously burst into bawdy songs and climb on the table, trying to get people to sing along. Naturally this is looked down upon as it means that the dwarf is unable to hold his alcohol.

Edit: Now that I've been looking at them for a little while.. The chairs still look a bit high. Don't get me wrong, they're the best ones yet, it just seems as though a dwarf would have a hard time getting up into one.
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: WormSlayer on July 21, 2010, 07:10:04 pm
Yeah they may be a bit big still :D

Trying out a bit of Tile Magic on the web/currency/rough gem/all that other stuff tile:
(http://i.imgur.com/LrX3O.png)
(Cave Spider webs are actually white and orange - who knew?)

(http://i.imgur.com/0PO1s.png)

(http://i.imgur.com/EUUBc.png)
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Wavecutter on July 21, 2010, 08:19:10 pm
I think I would actually prefer some kind of pattern on the wall (sort of like the engraved floors are now) rather than the dotted outline...


What about using individual, colored pixels to somehow simulate mosaics?
Title: Re: Ironhand's Graphics Set (here's 0.43!)
Post by: Hippoman on July 21, 2010, 10:36:40 pm
I think I would actually prefer some kind of pattern on the wall (sort of like the engraved floors are now) rather than the dotted outline...

Big bevelled tables with different stools, but now both using the same fake perspective.
(http://i.imgur.com/eXXns.png)
(Why the hell do dorfs stand on tables all the time? The kitten at least could be underneath the table...)
4 times! thats like more than last time!
Title: Re: Ironhand's Graphics Set (I'm back!)
Post by: Ironhand on July 22, 2010, 06:58:00 am
I'm liking the stools.
I was kinda attached to square ones,
but the round ones are growing on me.

The tables are too blurry, though.
Can you render those with sharper edges?
(and maybe send me a copy without the bevel)

Anyway, I'm done with my summer project!
I now have a month off! Let's get some art done!
(so I can keep my name on this project  :P )
Title: Re: Ironhand's Graphics Set (I'm back!)
Post by: WormSlayer on July 22, 2010, 09:23:01 am
Who is that masked dorf?! ;)

I'm also quite liking the round stools, but there is the issue of drawbridges and siege engines... Anyway I will tweak the tables and send you over all the source files.

Glad your back in action, but dont feel bad - I have no life :)
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Ironhand on July 22, 2010, 09:27:47 am
Nah, it's great!

Actually, I'm thinking I'll be able to focus more on real spriting.
With you keeping up with the tileset, I'll be able to make more critters.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: WormSlayer on July 22, 2010, 09:56:46 am
Yeah it would be great to get some more critters, races and professions.

Dungeon Master should really look kind of like this? :P
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Tormy on July 22, 2010, 10:13:23 am
Yeah it would be great to get some more critters, races and professions.

Dungeon Master should really look kind of like this? :P
Spoiler (click to show/hide)

Eh, in my imagination, this is how the Dungeon Master looks like:

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Ironhand on July 22, 2010, 10:21:07 am
Those examples aren't wearing hoods or mittens...
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Cheddarius on July 22, 2010, 11:35:01 am
He's wearing 20 layers of hyperrealistic hoods and mittens made of other dwarves' skin.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: blub-dwarf on July 22, 2010, 03:51:24 pm
hej

i realy like the new chairs they look great
the foor too in this room

yes ironhand is back ^^
so critting will start ^^
animals and woman dwarfs?

Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Ironhand on July 22, 2010, 03:53:29 pm
Animals. And male dwarfs.

And humans and elves and kobolds and stuff.

Distinct graphics for female dwarves aren't supported yet, unfortunately.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: WormSlayer on July 22, 2010, 04:09:59 pm
Female graphics would be good, watching 2 little bearded dudes make babies is always a bit O.o

Did you have any luck with moving rough gems and coal to a new tile?

I would pay good money to see a cage fight between Tormy's DM and the fruity one from the TV series :P
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Thundrim on July 22, 2010, 05:16:16 pm
Female graphics would be good, watching 2 little bearded dudes make babies is always a bit O.o

I believe you get bearded babies that way. Nothing beardless emerges from that kind of union.

Seriously though, the ability to create a visual distinction between male and not-so-male Dwarves would be nice, in 2012 or 2121, whatever comes first, or last. ;)

---
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: WormSlayer on July 22, 2010, 06:46:21 pm
Muahahaha Socks everywhere! :D
(http://i.imgur.com/sdosb.png)

Seriously though... What works for "every possible item of clothing or armour" and doesnt look weird sat in the middle of most workshops - Why does a masonry workshop even have one of these tiles? What is the context?!?! O.o
(http://i.imgur.com/UUvvk.png)

WORMSLAYER REQUIRES SHELLS!!!!!! O.o
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: userpay on July 22, 2010, 07:18:50 pm
Make them into boots?
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Dearnen on July 22, 2010, 07:41:51 pm
I think the socks are perfect.  It's a well known true fact that dwarves are always leaving their socks everywhere!

Need to claim a workshop?  Leave a sock!

Need to get a drink?  Leave a sock!

Have a rock to haul?  Leave a sock!

There's even a popular Dwarf song:  Got something to do?  Leave a sock!
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Solace on July 22, 2010, 08:31:55 pm
I still vote the Generic Sack of Items(tm). :P
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Igfig on July 22, 2010, 10:29:51 pm
Yeah, the generic pile of items was nice because it sorta looked like clothing and sort of looked like junk and sorta looked like any number of things.  It's got my vote.

The new trap components look elegantly deadly.  Nice job.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: WormSlayer on July 22, 2010, 10:32:59 pm
I'm still pretty sure that for my own personal use at least, I'm going to have bags and amulets instead of male and female symbols, so I was kind of avoiding also having a Generic Sack of Items(tm)

But, having tried it, I rather like it!
(http://i.imgur.com/YSfST.png)

It also doesnt look weirdly out of place in a workshop?
(http://i.imgur.com/LUIcR.png)
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Hippoman on July 23, 2010, 12:05:36 am
Nice idea!
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: WormSlayer on July 23, 2010, 01:03:48 am
Generic Sack of Items(tm) plus Bags and Amulets:
(http://i.imgur.com/7DJHo.png)
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Deon on July 23, 2010, 02:15:59 am
I totally approve the "generic sack". Those "[" everywhere were a bit out of place for a graphical tileset.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Urist McFail on July 23, 2010, 04:55:47 am
Could you release the graphics for the first generic sack?
That is actually how I would like my Ore to look, I think Ore would be piled into generic looking sacks as it was mined out :)
Even that sack, along with a small loose piece of ore on the floor next to it.

The Amulet is a brilliant idea, you even incorporated an Ankh, brilliance in 18x18pixels.
The Male symbol/bag looks, to my eye, like a refuse sack; could you perhaps add a texture so it looks a little like woven fabric? I have no idea how you can visualise detail levels like that in such a small graphic!
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Ironhand on July 23, 2010, 07:45:13 am
The bag and the sack need a little work, I think.
And for clothes I was sort of thinking a pile of fabric.
I dunno. Maybe I'll play with it later.
They're pretty sweet nonetheless.

And the ankh is gorgeous! = D

Anyway, I'm gonna package together all of WormSlayer's new stuff into 0.31.11 this morning.
You should all expect to have another (again mostly WormSlayer) release sometime today.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: HeliumFreak on July 23, 2010, 09:39:19 am
Just a request if you dont mind. Can you please stop including raw files that you dont modify inside your upgrade pack? Because it makes it tedious to apply the current pack to a new release without first having to make sure all the raws are removed which are from the previous version and toady has subsequently changed.

For example. In your .43 release compared to 31.10.. Your still using an inaccurate  inorganic_metal.txt file and you dont even modify it and that equates to 119 errors alone
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: WormSlayer on July 23, 2010, 11:06:04 am
Here you go McFail: (http://i.imgur.com/STu3X.png)

I have tried several different cloth textures on the sacks, but yeah at that size the detail all blends together. Needless to say my OCD will kick in at some point and they will be tweaked :P

I also had a few weird problems trying to upgrade with the last release!

Edit: I did try and use Tile Magic to mask out the chain bit of the amulet so you only see the Ankh when it's being used to display gender but at least the one Highwood amulet my dorfs have made seems to not use a background colour, or it's set to black...
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Spoonfeed on July 23, 2010, 11:10:41 am
Keep up the great work! Anxiously awaiting the 31.11 release :)
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Shrugging Khan on July 23, 2010, 11:42:12 am
Shrugging McKhan, the one true king of Akkad demands the completion of the 31.11 release of the IGS! He will then, for the first time, use it instead of square ASCII!

Consider yourselves honoured, oh modders, that your work is appreciated!
If it was not of the high quality it presented with so far, you would certainly have been fed to the dogs already.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Ironhand on July 23, 2010, 01:16:06 pm
Uh... great. Thanks.
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: dennislp3 on July 23, 2010, 01:19:34 pm
Shrugging McKhan, the one true king of Akkad demands the completion of the 31.11 release of the IGS! He will then, for the first time, use it instead of square ASCII!

Consider yourselves honoured, oh modders, that your work is appreciated!
If it was not of the high quality it presented with so far, you would certainly have been fed to the dogs already.

Don't feed yourself to the dogs by biting the hand that feeds...assuming that Ironhand is a dog and not a llama  :P
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Alu on July 23, 2010, 01:39:52 pm
Shrugging McKhan, the one true king of Akkad demands the completion of the 31.11 release of the IGS! He will then, for the first time, use it instead of square ASCII!

Consider yourselves honoured, oh modders, that your work is appreciated!
If it was not of the high quality it presented with so far, you would certainly have been fed to the dogs already.

Don't feed yourself to the dogs by biting the hand that feeds...assuming that Ironhand is a dog and not a llama  :P
Plus, biting an iron hand might not be the best idea.

PS: how does Obsidian look in this graphics set?
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: WormSlayer on July 23, 2010, 01:58:54 pm
Shrugging McKhan, the one true king of Akkad demands the completion of the 31.11 release of the IGS! He will then, for the first time, use it instead of square ASCII!

Consider yourselves honoured, oh modders, that your work is appreciated!
If it was not of the high quality it presented with so far, you would certainly have been fed to the dogs already.

Once you go graphics you never go back - ONE OF US! :P

Edit: Apparently there is some obsidian somewhere on my current map but I cant find it to take a screenshot...
Title: Re: Ironhand's Graphics Set (let's make some arts!)
Post by: Ironhand on July 23, 2010, 03:25:21 pm
Obsidian's actually gonna look a little different in this version.

I'm going to go package it up and upload it now.
You'll have to let me know if you like it.
Title: Re: Ironhand's Graphics Set (0.45)
Post by: Ironhand on July 23, 2010, 03:40:55 pm
Tada! (http://dffd.wimbli.com/file.php?id=2511)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 03:46:05 pm
Sweet! Downloading now :)

How about tables that kind of fit together horizontally to make long dining tables?
(http://i.imgur.com/mpEax.png)

Well I managed to upgrade without my fort asploding so all is good :D
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Iron Galaxy on July 23, 2010, 04:03:56 pm
Sorry if this is a silly question, but i've been using pheobus's mod and i wanted to check yours out so I moved my savegame over BUT some of the sprites have been carried over so it looks halfway between both mods. When i start a new game everything is as it should be but I don't know how to get my old save to use your graphic set entirely.

thanks for any help.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Theodolus on July 23, 2010, 04:05:00 pm
I like those tables... one nitpick would be the pattern needs a little more (less?) noise so it doesn't seem to tile so badly. That could just be me though. :) I really wish the tables could be used by two dwarfs at a time.

I'm liking the new set! Not sure if it's me or my monitor (different one than what I normally use) but the colors seem to be better as well. Did you tweak the color settings? They appear lighter.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 04:18:55 pm
Sorry if this is a silly question, but i've been using pheobus's mod and i wanted to check yours out so I moved my savegame over BUT some of the sprites have been carried over so it looks halfway between both mods. When i start a new game everything is as it should be but I don't know how to get my old save to use your graphic set entirely.

thanks for any help.

Your savegame folder probably has copies of the raws from Pheobus' set inside it, if you replace them with our raws you should be golden :)

I like those tables... one nitpick would be the pattern needs a little more (less?) noise so it doesn't seem to tile so badly. That could just be me though. :) I really wish the tables could be used by two dwarfs at a time.

I'm liking the new set! Not sure if it's me or my monitor (different one than what I normally use) but the colors seem to be better as well. Did you tweak the color settings? They appear lighter.

Yeah the noise is a bit loud. Took me ages to realise the 1 dorf per table thing and it is kind of annoying! There have been many, many little tweaks but I suspect it's more to do with the different monitor :)

On the subject of monitors: Anyone who finds our set too dark; please try calibrating your monitor brightness/contrast, if you have it set up correctly everything should be fully visible :)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Theodolus on July 23, 2010, 04:24:38 pm
*facepalm* Of course... home monitor is an IPS panel, and the one here at work is a TFT. My IPS panel is always uniformly darker by about 10%. Hmm... Now I'm going to have to look into re-calibrating my home monitor just so this game looks better. :)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Iron Galaxy on July 23, 2010, 04:30:05 pm


Your savegame folder probably has copies of the raws from Pheobus' set inside it, if you replace them with our raws you should be golden :)



thanks, it worked.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 04:32:21 pm
One thing IH forgot to mention in the notes: Raw Adamantine now has a unique tile :)
(http://imgur.com/V1MGC.png)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: wavern on July 23, 2010, 04:46:56 pm
I'm getting palm trees for pillars.  I did a complete exchange in the raws for my saves (delete old copy new).  Changing from Mayday if that helps.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 04:57:16 pm
Did you also replace the main DF raws?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: wavern on July 23, 2010, 05:01:25 pm
Did you also replace the main DF raws?

I downloaded the DF .45 full.  Copied over my save folder and then deleted the raw folder in each save and then copied over the raw from the DF .45 download.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 05:03:45 pm
Hrm... I'm a bit stumped then - Pushing pixels around is more my area of expertise... :(
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: wavern on July 23, 2010, 05:05:46 pm
Hrm... I'm a bit stumped then - Pushing pixels around is more my area of expertise... :(

I'll give it another once over and maybe try a fresh map.  Might be some other residual file elsewhere.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: ChickenLips on July 23, 2010, 05:23:53 pm
Is your d_init.txt pillar tile 199?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: wavern on July 23, 2010, 05:28:29 pm
Is your d_init.txt pillar tile 199?

That was the issue.  Didn't realize that was different.  I copy my d_init file over as I have some personal settings I like.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Huin on July 23, 2010, 05:44:20 pm
I'm getting palm trees for pillars.  I did a complete exchange in the raws for my saves (delete old copy new).  Changing from Mayday if that helps.

Compare your init files against those in the graphics pack. The character for the pillar is configured in there.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 05:55:21 pm
Nice work chaps :)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: gtmattz on July 23, 2010, 06:28:32 pm
Now this is what I like to see...  I was wondering all day while at work if you fellas would have things rocking on .11 for me when I got home, and lo! you have delivered!

Great new additions, I am really happy with the way things are going with this pack and enjoy the heck out of watching the evolution of things with the frequent sneak peeks in here.

GJ, guys, keep em comin!
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 23, 2010, 06:51:36 pm
Hey guys!

Sorry I wasn't here to help with your problems, but I'm glad they're solved.

Yeah, adamantine is using a different tile now... I'm still unhappy with the ore tiles, though.
Sometime later I'm gonna make a distinct ore for iron/copper, and one for precious stones, and one for coal.

Maybe that'll actually be next release, I dunno. I think it really needs to get done.

Also, somebody find some obsidian and make sure it looks nice. It might be too dark...


Speaking of too dark, I did actually change the color scheme just a tiny bit.
Just light green and light blue and light cyan, I think. But I think it helps.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 07:36:45 pm
Obsidian:
Spoiler (click to show/hide)
Yah I would say too dark, kind of confusing :F (Also obsidian rocks are still grey?)

And yes thats Ore Tile version 347895623563456.2 there :D

One of the problems I'm having with ore is that the engine ignores the background colour? So no cool palette trickery :(

But yes, more unique tiles is always win :)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 23, 2010, 08:08:14 pm
Feel free to keep hacking at it yourself, too.
Eventually it'll happen. I have faith.

Yeah, that obsidian isn't gonna work.
I'll put it back the way it was before.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Robsoie on July 23, 2010, 08:28:16 pm
a slightly modified 0.45 tileset to include an edited version of the Teeko_K (http://df.magmawiki.com/index.php/File:Teeto_K_18x18.PNG)/Maus (http://df.magmawiki.com/index.php/File:Nostalgia_1440x450_3e4a08.png) font on a clean background, and a few little different tiles pleasing a bit more my eyes.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 23, 2010, 08:31:34 pm
Er, yeah. I actually meant to include the old refuse tile again.

I'm still not a fan of the purple turkey. It will be gone next version.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Zoal on July 23, 2010, 08:55:21 pm
Obsidian:
Spoiler (click to show/hide)

This is the coolest Obsidian tile I've ever seen.

I love how warped, organic, and evil it is -- it goes diagonally which defies the common "horizontal vertical bias"

And notice how the little "hole" in the center of the structure creates a strangely coherent shape out of the negative space.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 23, 2010, 09:35:58 pm
Ahh! The splendor of 0.45 has arrived in virtual flesh, and 0.31.11 is still fresh! Time to marvel at the mines now enhanced many times!

---     
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Shrugging Khan on July 23, 2010, 09:36:40 pm
The One True King of Akkad is pleased with your work. You may continue with Sargon's blessings.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Solace on July 23, 2010, 09:49:14 pm
I'm still using .08 'cause I've got a fortress going. If I just copy over the image file, will anything weird occur?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 23, 2010, 10:08:02 pm
You can (and really should) upgrade your existing fortress - Flip back a page or two and there is discussion of this very subject. But no, you should be fine just copying over the new artwork if you want to stay on .08 :)

Since it looks like a turkey leg I may as well use it for that :P
(http://i.imgur.com/mlV5P.png)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 24, 2010, 08:11:23 am
Mmm, nice!

So what, do you guys like the obsidian tile?
How could I change it to make it more visible,
without killing the look which you seem to like?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Zoal on July 24, 2010, 09:21:12 am
Obsidian's black anyways isn't it?   :P
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 24, 2010, 09:22:29 am
I dislike it tbh.
It's too hard to see where the walls are.
Maybe make it a little bit grayer?
http://img199.imageshack.us/img199/1775/obsidian1rough.png
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ryjer on July 24, 2010, 11:29:09 am
I love the pattern on the obsidian. But something needs tweaked with the color, right now it looks too much like it has been designated for digging.

As to Wormies ore I'm ok with it, actually kinda like it. But defiantly curious to see what you can do with it, you haven't failed to impress yet.

Oh and I like the smoothed floor Worm had in one of his screens. Is that going official? Too bad we can have different tiles for smoothed and engraved, cause I like both. The current one (0.44) looks great in most rooms, but a little plain in rooms I got all fancied up with statues and engravings.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Solace on July 24, 2010, 03:42:14 pm
I don't know exactly what happened, but after upgrading, my new engravings look like the thing they're a picture of. This means the engraved sections look like messy piles of stuff, and also I have no idea now what's a floor and what's a wall.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 24, 2010, 04:17:46 pm
Sounds like some mixed up raws? Did you replace the save\region1\raw folder with the new one?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: qwert on July 24, 2010, 04:39:40 pm
[ENGRAVINGS_START_OBSCURED:] probably got reset to NO instead of YES.

Just swap it out in the proper init, and d→v any affected engravings.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Matthias on July 24, 2010, 05:11:16 pm
Sorry for being such a newb, but how would I go about making the window longer height wise? I have a 1080p screen and the window is SUPER long and thin.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Star Guarded on July 24, 2010, 05:24:57 pm
Thanks for putting so much hard work into this all the time. It's now my tileset of choice.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 24, 2010, 05:52:31 pm
Matthias: Can you not just resize or fullscreen the window? :)

Also the menu and world generation screens are always long and thin, but in-game you will have full screen magma on dorf action :D

The engravings setting in the init does sound like a candidate now you mention it :D

It really is a surprising amount of work for such tiny graphics, good to know people enjoy it! :)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 24, 2010, 07:14:06 pm
We strive to preach, to gather the crowd, to farther reach, to be rather loud, to beseech, and make you proud.

---
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 24, 2010, 09:03:25 pm
Woodier wood:
(http://i.imgur.com/x8dVk.png)

And more webby webs:
(http://i.imgur.com/vbaQ4.png)
(Still not really sure why they are orange, there doesnt seem to be any way to change it either...)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 25, 2010, 12:21:39 am
Like the wood. The orange piles reminds me of some wet wood I had to dry before burning it. That was all it was good for. Hehe. But then again, in my Fortress wood is mostly turned into charcoal at any rate. Apart from Beds and Bins. Beds and Bins. Beds and Bins... Quite mesmerizing. O-o

---
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: KadaverciK on July 25, 2010, 12:36:42 am
Maybe this is something I should know but
Would this work with 40d?  :(
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 25, 2010, 03:45:47 am
(Still not really sure why they are orange, there doesnt seem to be any way to change it either...)

Aren't they muddy per default down there?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 25, 2010, 06:47:25 am
Yeah, that's the background color.
No matter what you make the background color for things in caves,
it'll always be covered up with mud. Same goes for plants and stuff.

But if you wash the mud off, all the lovely bright colors will show through. = P



And no, this doesn't really work with 40d. You could use the tileset, but without modified raws stuff will look funny...
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 25, 2010, 07:16:29 am
Whoah, WormSlayer!

I just read the thing about bright backgrounds that you figured out like two weeks ago.
That is slick! I guess I just got so spoiled with hermano's tileset that I never fiddled with that enough.

Anyway, I guess sometime later I'll get my hands dirty and go into the raws myself and fix some stuff up.
But we should be able to do some exciting new stuff now. Pink spots for those plump helmets, maybe?  :D

Also, this will let me add a white shine to embedded gems. It will be awesome. Just FYI.
Title: Re: Ironhand's Graphics Set (shiny gems!)
Post by: Ironhand on July 25, 2010, 07:57:12 am
Check. This. Out.

(http://i26.tinypic.com/67nts8.png)

MAGIC.
Title: Re: Ironhand's Graphics Set (shiny gems!)
Post by: Ironhand on July 25, 2010, 08:06:39 am
Once you cut them out,
they look totally lame.

(http://i25.tinypic.com/9j20r9.png)

That can be changed, though.
We need a new tile for rough gems.
Title: Re: Ironhand's Graphics Set (shiny gems!)
Post by: Vince on July 25, 2010, 09:01:32 am
Splendid!

rough gems: What about the same gem-icons, just wihout the background and maybe "piled together" ?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 25, 2010, 09:49:35 am
Very nice, the highlights really make them pop! :)

They do badly need a new tile once they have been mined out though! The one you assigned to adamantine was a placeholder for rough gems but I guess we can use the empty tile beside it?

Ah yes, mud!

Ore Tile - Version 347895623563456.3 :D

(http://i.imgur.com/Jknwo.png) (http://i.imgur.com/qxIRO.png)

(http://i.imgur.com/pmn1G.png)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: userpay on July 25, 2010, 10:17:44 am
Hmm Toady released another bugfix version, .12. I'm liking how the tiles are turning out, though I'd certainly have to agree about the rough gems.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Snook on July 25, 2010, 10:21:37 am
Is there a way to update to 31.12? Like, can I take the update pack and use that or would that lead to chaos and disorder?

E: Apparently I can. Win!
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 25, 2010, 10:40:36 am
Ore Tile - Version 347895623563456.3 :D
1st pic: good
2nd pic: good
3rd pic: bad
(visibility-wise)
What about making the stones a tad darker? Maybe the ore would stick out a bit more then.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 25, 2010, 11:46:34 am
The idea for ore this time was a bright blob of ore with dark bits of stone stuck to it, rather than stone with ore sticking out. Again its complicated by not being able to use any tile magic :(

.12 you say? Maybe it will stop the constant crashing I've been getting :)

Also Phoebus has kindly agreed to let us bundle his rather bloody useful "df_savegame_updater.bat" file with future releases :)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Turambar on July 25, 2010, 12:20:17 pm
Everything looks very nice.

Am i supposed to see boxes in the unrevealed earth?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 25, 2010, 01:00:11 pm
Yeah, that's just another problem with multi-purpose tiles.

There's nothing we can do about it.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Star Weaver on July 25, 2010, 01:09:57 pm
Everything looks very nice.

Am i supposed to see boxes in the unrevealed earth?

It's just your dwarves fantasizing about the haul of minerals in the rocks ... (or something, run with it :))
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Bandages on July 25, 2010, 02:47:01 pm
.46 will have critters? :D

WOLVES PLEASE PLEASE PLEASE
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Turambar on July 25, 2010, 02:55:35 pm
i figured as much, just making sure.  thanks for the quick reply
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: connard on July 25, 2010, 05:39:35 pm
First, thank you so much Ironhand for this great tileset, I used to play with Mayday's one, but now I'm using this one, dwarves are simply outstanding!

However I think that engraving stone makes everything un-readable, even if the idea of showing what's engraved is actually great. Here's a screenshot where you can see the middle room engraved, there are only 3 tables and 3 thrones, and 5 dwarves and 2 animals... and you can see how hard it is to see floor and walls (worst is floor).

(http://www.armedassault.info/ftp/pics/Clipboard01.jpg)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 25, 2010, 05:59:26 pm

However I think that engraving stone makes everything un-readable, even if the idea of showing what's engraved is actually great. Here's a screenshot where you can see the middle room engraved,

Yeah. They show up that way in the Mayday set as well, if not obscured. It is in the d_init, make sure it says [ENGRAVINGS_START_OBSCURED:YES], and "D V" across those already visible in the game. It's mentioned here earlier I think. But it is in the Data/Init/d_init text document specifically. I noticed it has NO in this version also. That makes things kinda busy. Hide it, and all will be well. :P

Added for clarity:

( d v with small letters, and "paint" the affected area with cursor and the enter key. )

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Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Harmonica on July 25, 2010, 06:00:20 pm
edit: ah, I figured out that those objects around the edges are engravings not objects... yeah, that's kind of excessive :)

Maybe somehow the engraving details could be very low opacity, or is that not possible?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: connard on July 25, 2010, 06:32:43 pm
Thank you so much Thundrim !

Here's how it looks now!

(http://www.armedassault.info/ftp/pics/Clipboard02.gif)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 25, 2010, 06:59:00 pm
Right, sorry about that.

I always forget to switch that one back when I make a new init.

Usually I set engravings obscured by default.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 25, 2010, 08:19:14 pm
It would actually be kind of awesome if engraved walls had a little faint icon of whatever the main theme of the engraving was?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: xDarkz on July 25, 2010, 09:44:54 pm
It would actually be kind of awesome if engraved walls had a little faint icon of whatever the main theme of the engraving was?

It would, it would ^_^.
In any case, I'll just go ahead and upload you guys' tileset onto the current version 0.31.12 I just downloaded on my computer. Just letting you guys know there's been a quick-fix ;].
Love your tileset, keep up the GREAT work!
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 25, 2010, 10:12:06 pm
Furnace/Sink? version 2.0 :)

(http://i.imgur.com/2twTj.png) (http://i.imgur.com/IeQht.png) (http://i.imgur.com/ysdSa.png)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: BlackRogue on July 25, 2010, 10:18:18 pm
Furnace/Sink? version 2.0 :)

(http://i.imgur.com/2twTj.png) (http://i.imgur.com/IeQht.png) (http://i.imgur.com/ysdSa.png)

I want!
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Bandages on July 25, 2010, 10:35:23 pm
Wow those furnaces are AMAZING.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Darkmere on July 25, 2010, 10:36:48 pm
Furnace/Sink? version 2.0 :)

(http://i.imgur.com/2twTj.png) (http://i.imgur.com/IeQht.png) (http://i.imgur.com/ysdSa.png)

Bonus if you can make that correspond to a !!Lignite Bin!! for immolation traps.
And make it be on fire.

I approve either way. It's really great to wander by this thread every day and see something new. I think I'm starting to get spoiled by quality...
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 26, 2010, 12:28:45 am
Aye, any more quality and the universe implodes by the sheer audacity shown here.

Take it easy, or we will suffer the fate of all those who defies the natural order of things. To sink into that eternal bog of mindless appreciation for mass produced art, tailored to the broadest cross-section of the Holy target audience imaginable. Chewed out and made digestible for all ages, genders, and made sure it's enjoyed by your Dog as well, just in case it should stumble across the Keyboard. Verily! How dare anyone put their individual mark upon a game Anno Domini 2010? It is just not very kind to our Mega-Huge Super-Absorbed Companies swimming like Megalodons out there, hungry since all the small fish disappeared MYSTERIOUSLY. ;)

Anyways: nice work. The coherency and control of the color scheme, shape and form relations, and finally object orientation within this framework, makes this quality art down to the individual pixels. I'm impressed. Giving us the chance to provide some input and nudges here and there is also very much appreciated. It makes the process more open and organic, somehow.

(Do note that late night ranting is bad for you. Surgeon's General Warning. It will in most cases be alright by the morning though.) 

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Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: breadbocks on July 26, 2010, 12:57:07 am
Hey, Ironhand, can you add some screenies of the game with this set? I'm already a follower, but it could be  a good way to get converts. I also want to see what situations the screenies are in.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Poot on July 26, 2010, 01:02:53 am
(http://img718.imageshack.us/img718/476/dorfw.jpg)

Something I took last night.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 26, 2010, 01:28:09 am
Holy... It strikes me now, looking at the previous screenie.... It looks like a darn good looking tapestry. In this case, it might have a title like: " The Squad returns Home". :p

Could absolutely imagine some DF "tapestry" on the walls, depicting some memorable scenes. Coincidence it might be, but it would make for great wall decoration. Heh.

---



Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 26, 2010, 02:05:22 am
The idea for ore this time was a bright blob of ore with dark bits of stone stuck to it, rather than stone with ore sticking out. Again its complicated by not being able to use any tile magic :(
You misunderstood my incoherent ramblings. :)
I meant making the "stone" tile darker, not the stone part of the "ore" tile, sorry that I didn't write it clearer.
But your idea is better anyway, the ore parts of the ore tile should be even darker then, I think.

And the new furnace tile: AMAZING.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: soul4hdwn on July 26, 2010, 10:40:00 am
is it me or the letters a bit "fuzzy" looking with the glow and all
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Robsoie on July 26, 2010, 11:22:46 am
Yes, for me at the window size and resolution i play DF with, it looks barely readable.
I edited the tileset with an alternative clean font, if you want to give a try :
http://www.bay12forums.com/smf/index.php?topic=53180.msg1425961#msg1425961
For me it is much better for my poor old eyes ;)
 
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 26, 2010, 11:54:15 am
There's also a version of my font without the glow, packaged with the graphics set.

And yeah, you should be able to just switch over to 0.31.12 if you want.
But we might have another version out in a couple days anyway.

That furnace is hot, WormSlayer. I love it.

I'm still not feeling the sack of clothes or the refuse, though.


What critters should I do next? I heard a cry for wolves... any other recommendations?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Maldevious on July 26, 2010, 01:04:00 pm
I would like to see any of the animals that are trainable to be war animals worked on. You've got a few done already.

Spoiler: War Animals (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Randomtask on July 26, 2010, 01:12:50 pm
So my wife asked me last night to show her Dwarf Fortress.
After checking her for fever and/or demonic posession, I downloaded Ironhand's graphics set, knowing nothing less would do.

I went to sleep around 11 p.m. after showing her a few basics and pointing her to the complete and utter newby tutorial.
When I woke again at about 4:30 a.m., she was still playing, laughing about how she couldn't get a farm properly irrigated so her dwarves were going to die.

Her callous overlord mentality brought a tear of joy to my eye.

Thanks, Ironhand and WormSlayer. I couldn't have warped her fragile psyche without you.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Xelnag on July 26, 2010, 01:30:27 pm
I would suggest to do the mandril since it usually appears everywhere stealing ur stuff ;D. Any animal will be appreciated though.

Looking forward to it ^^
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Moontayle on July 26, 2010, 01:52:38 pm
So my wife asked me last night to show her Dwarf Fortress.
After checking her for fever and/or demonic posession, I downloaded Ironhand's graphics set, knowing nothing less would do.

I went to sleep around 11 p.m. after showing her a few basics and pointing her to the complete and utter newby tutorial.
When I woke again at about 4:30 a.m., she was still playing, laughing about how she couldn't get a farm properly irrigated so her dwarves were going to die.

Her callous overlord mentality brought a tear of joy to my eye.

Thanks, Ironhand and WormSlayer. I couldn't have warped her fragile psyche without you.
+1

On the subject of the tileset, I'm partial to the Ore icon that comes out of the Phoebus tileset. It serves its function well of looking like a rock while being different enough to tell apart. Don't get too deep into the look of some things, Keep It Simple and all that.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Lengry on July 26, 2010, 02:49:43 pm
Why do game keep resizing tiles down?
It's like they are native size first launch, but as soon as yout touch window, it size down.
Can't find any setting in init for this. (Blackspace is on)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 26, 2010, 02:53:01 pm
Why do game keep resizing tiles down?
It's like they are native size first launch, but as soon as yout touch window, it size down.
Can't find any setting in init for this. (Blackspace is on)

Err, can't you zoom in with the middle mouse button?

---
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 26, 2010, 02:55:55 pm

I mean mouse wheel. :p

Darn shortcut made new post sorry.

---

Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Lengry on July 26, 2010, 03:07:16 pm
It don't let me zoom in, only zoom out.
It shows only ~16*16 or smaller instead of 18*18.
But right after the launch, before you touch the window, it's 18*18. (It's just don't fit the screen so I have to move it).
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 26, 2010, 03:09:56 pm
It don't let me zoom in, only zoom out.
It shows only ~16*16 or smaller instead of 18*18.
But right after the launch, before you touch the window, it's 18*18. (It's just don't fit the screen so I have to move it).

Odd, I can zoom in here by moving the wheel towards me. But sometimes it's not immediately responsive? I'm pretty sure the zoom goes both ways though. Try to click on the screen and move the wheel towards you a few times????

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Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 26, 2010, 03:18:10 pm
You can zoom in, but the horizontal width of your screen can never be below 80 tiles.
So if you don't have a horizontal monitor resolution of 1440 or higher,
you won't be able to see the tiles in full resolution.

Sorry...
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 26, 2010, 03:18:32 pm
Right now, I'd like to see Trolls get a make-over but I have caves full of them and every Gobbo attack comes with a bonus pack of the buggers :D

Obsidian?
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: soul4hdwn on July 26, 2010, 03:23:58 pm
It don't let me zoom in, only zoom out.
It shows only ~16*16 or smaller instead of 18*18.
But right after the launch, before you touch the window, it's 18*18. (It's just don't fit the screen so I have to move it).
you can stretch the window before trying to do any zooming.

Right now, I'd like to see Trolls get a make-over but I have caves full of them and every Gobbo attack comes with a bonus pack of the buggers :D

Obsidian?
Spoiler (click to show/hide)
easier to see this time ^^
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 26, 2010, 03:48:29 pm
I'm well and truly starting to appreciate my widescreen monitor, was not exactly thinking of DF when buying it, lucky break then. Was showing the game to a friend of mine, and he had it too, so didn't consider limitations as such. Bah!

The Obsidian looks like it belongs there. That's a pretty fair criteria to hang on to, judging by what can be seen so far. Environmental belonging, that goes hand in hand with art composition coherency. But all of this is instinctive probably, so why put words to it... ;)

---       
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Harmonica on July 26, 2010, 05:38:59 pm
You can zoom in, but the horizontal width of your screen can never be below 80 tiles.
So if you don't have a horizontal monitor resolution of 1440 or higher,
you won't be able to see the tiles in full resolution.

Sorry...

Yeah, my monitors all stop short of 1440 unfortunately. I wonder if a potential solution would be to run in multi-monitor mode (extend onto second monitor) and let the DF window run off the edge?

I rarely use that mode so I don't know if that would make DF detect a 1440+ resolution.

Running with squished tiles (or resizing the set down to 16x16 is not an option, though. Pixel art doesn't translate well to being smooshed :( )
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 26, 2010, 06:08:29 pm
You can't fullscreen it over two monitors,
but you could stretch a window across them.

And yeah, that's what obsidian looks like now.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: ChickenLips on July 26, 2010, 06:55:05 pm
Hey Ironhand, 1,024 pardons if this has been asked and answered already, but is there a fairly convenient way to check out how a tile will look in-game with a certain color scheme without having to try to check it out in-game?  Like, color-replace this or that in GIMP, or do this or that with the alpha...?

(I'm working on converting large numbers of plants into the graphics scheme, and herb bushes and such are resistant to easy and quick in-game testing because of the way they work.  Any tips would be great.)

Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Robsoie on July 26, 2010, 07:05:26 pm
I can only hope one day Toady will remove that annoying 80 tiles minimum limitation.
Oh the joy of zooming in on Ironhand&WormSlayer graphic set in a small DF windowed mode, can only dream about it for now.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Poot on July 26, 2010, 07:13:45 pm
Hmm, I've grown attached to this tileset and I don't want to use another. Seeing that there's no update for .12 how do I go about importing the latest version into this version? Do I just need to import the raws out of the official release into the current version?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Robsoie on July 26, 2010, 07:26:33 pm
If Toady updated some of the RAWS files in .12, playing with RAWS from .11 into .12 may have some unsuspected results depending on what was updated.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Patchy on July 26, 2010, 07:33:59 pm
Hey Ironhand, 1,024 pardons if this has been asked and answered already, but is there a fairly convenient way to check out how a tile will look in-game with a certain color scheme without having to try to check it out in-game?  Like, color-replace this or that in GIMP, or do this or that with the alpha...?

(I'm working on converting large numbers of plants into the graphics scheme, and herb bushes and such are resistant to easy and quick in-game testing because of the way they work.  Any tips would be great.)

Actually, yes there is.

http://www.bay12forums.com/smf/index.php?topic=54669.0

Quite a handy lil program, I actually recoloured a large number of the stones in phoebus graphics set. And the raw tile selector helped immensely.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 26, 2010, 08:03:44 pm
Yeah, hermano's tile selector is awesome.

And using old raws shouldn't change too much,
at least for a day or two until I get a new version out.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: WormSlayer on July 26, 2010, 08:14:25 pm
I'm pretty sure Toady only changed a single obscure Kobold tag in the .12 raws. Dont forget to put the savegame updater in the next release IH! :)

Tile selector is awesome :D

Totally unrelated lulz: My Legendary Strand Extractor took a break from years of processing raw Adamantine to produce this:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: ChickenLips on July 26, 2010, 08:45:25 pm
Yeah, it's safe.  I actually ran file-compare operations to reconcile my raws with them, and the only real differences are the aforementioned kobold change, and some removals of duplicate tags from certain creatures.  So it's probably perfectly safe.

Oh, wow, that utility by hermano -- awesome.  I was looking at converting Seth's Fauna and Flora with some serious dread because of this tiling and coloring by-hand thing.  Very, very nice.  Thanks for pointing that out.  Hours saved.

EDIT: In the realm of ridiculously adamantine artifacts, my dorves' record was a 768k adamantine cabinet.  I guess it's good to store those 5k prepared meal stacks in?  Either that, or some tasteless noble's "new" goblin-blood-spattered cave spider silk loincloth.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 26, 2010, 09:03:10 pm


I'm still not feeling the sack of clothes or the refuse, though.



Yes, I agree. With heavy heart.

The refuse pile conjure up imagery that alternates between a Klingon Bird-of-Prey, and an ordinary plucked bird ready for further preparation. Most other things here settle in after a while, but this one has a genuine power over the imagination. A pile of bones, or anything solid would do a better job when it comes to recognition. At the cost of plausibility or realism in some cases. I'm thinking recognition trumps realism when doubt enters the picture. It is one of those overarching design rules that beats you up in the morning, and knocks you out in the evening. On the other hand it's not like I don't know what it is. There is recognition there. But maybe not for the right reasons. And that is the well.. not a problem, more a fixation issue that might be individual for all I know.

At this point the old skull did a better job IMHO.



Totally unrelated lulz: My Legendary Strand Extractor took a break from years of processing raw Adamantine to produce this:
Spoiler (click to show/hide)

A genuine Dragon Magnet. Congratulations. :p

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Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Harmonica on July 26, 2010, 09:31:21 pm
Figured out how people with sub-1440 horizontal resolutions can 'cheese' the game into being playable.

When DF loads it obviously grabs some value (thought it was X,Y from the cursor, but seems not), and spawns the game window based on that. You can keep loading it until it spawns right in the top left on your screen. I had thought that I had figured out how to get it to load in the top left, but seems I was mistaken... if anyone does work out a proper way, post! [edit: for me, if I shove the 'run fullscreen?' dialog into the top left so just the NO button is showing, then hit that, the DF window 0,0 is right up in the top left..]

Just don't touch the window frame to move it or resize it or anything because for some reason this cues DF into scaling the graphics to fit the program window.

Obviously the far right of the game screen is cut off, but as long as you have a decent working memory of the game controls and a TAB key to shift the menu around, that shouldn't be a problem..

edit: lots of typos.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Solace on July 26, 2010, 09:36:14 pm
Mouse wheel zooms in and out for me, or did you mean something else?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Harmonica on July 26, 2010, 09:37:38 pm
Yeah but if you don't have a monitor resolution of 1440+, you can't mousewheel back to Ironhands 18X18 tile width. The most you will get is 16X16 or something.

However, the game actually loads with 18X18 and stays like that if you don't mess with the window.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Zulithe on July 26, 2010, 11:17:25 pm
Ironhand and WormSlayer: you are my heroes. I am just now getting into DF and your set is making it all the more enjoyable. Can't wait for the next release!
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Deltaway on July 26, 2010, 11:56:10 pm
This is a beautiful tileset! Are you planning to add rounded or beveled corners for smoothed walls?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 27, 2010, 02:56:52 am
Obsidian?
Spoiler (click to show/hide)

Very nice!
Maybe zoom the tile a little bit, so that it isn't so grainy?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Harmonica on July 27, 2010, 03:19:51 am
Not sure if you're aware of this guys, but some tiles are a little too obscured when tagged for digging. Below shows some schist rock which is almost entirely black and thus blends with the floor tiles. At a glance it's hard to tell what's what (you can also see in the pic some gems which are simply black and don't stand out as being tagged at all).

'Unseen' rock is fine, because it takes the full opacity tagged tile. And I love the gold glowing effect which shows when a tile becomes the active job.

Is there any way to just make known rock take a high opacity brown overlay?

(http://i31.tinypic.com/j7erdw.png)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: MiniMacker on July 27, 2010, 03:32:34 am
Not sure if you're aware of this guys, but some tiles are a little too obscured when tagged for digging. Below shows some schist rock which is almost entirely black and thus blends with the floor tiles. At a glance it's hard to tell what's what (you can also see in the pic some gems which are simply black and don't stand out as being tagged at all).

'Unseen' rock is fine, because it takes the full opacity tagged tile. And I love the gold glowing effect which shows when a tile becomes the active job.

Is there any way to just make known rock take a high opacity brown overlay?

I too noticed that. It can get confusing to have near invisible dig designations if you're in a hurry.

After a while I "learned to live with it" but, yeah. I'd like an alternative.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Harmonica on July 27, 2010, 03:46:32 am
I had another set do that to some tiles, I remember fixing it eventually, but right now I can't figure out how the known tiles are getting that black overlay.

I see that all dig tiles are affected. When you tag them, large portions of them go black (check out bituminous coal for example, it's practically invisible). Not sure that's working as intended?

edit: Spent far too long trying to work out how DF is handling .png transparencies and the foregrounds and backgrounds; with bitmaps it was as simple as the foreground colour getting replaced with black. All I can conclude is that when a stone layer gets tagged, anything non transparent or background is going to go black. Which for a lot of the tiles is everything.

Sand goes entirely brown for the opposite reason (but at least you can see it!).

I'm sure you guys know what it's doing anyway...
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 27, 2010, 06:05:38 am
Yeah, I know what's going on there.

When I made all those stone tiles, I hadn't really figured out the transparency thing yet.
As a result, those tiles are all just white-on-black, with a very few semi-transparent pixels.
If I redraw them or edit them to include more transparent pixels, that will look way better.
Maybe I'll take a look at that today, when I get tired of drawing wolves and war elephants.


Thanks for the love, guys. Hopefully I'll have a 0.31.12 version for you all by this evening.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 27, 2010, 06:12:21 am
If I redraw them or edit them to include more transparent pixels, that will look way better.
Maybe I'll take a look at that today, when I get tired of drawing wolves and war elephants.

*raises his shaking hand fearfully*
If I might bring THIS (http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828) up again...
It's the only thing I miss from other tilesets.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Harmonica on July 27, 2010, 06:16:01 am
Hmm, every time you post that I re-read it, stare at it a bit, try to make the picture match up to the words, and every time I draw a complete blank on what you're saying!

???

Yeah, I know what's going on there.

Glad someone does, my brain has just about melted. No worries though, this is my first time actually playing the game with the tileset rather than admiring the pictures in the thread, everything else about it is glorious :)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 27, 2010, 06:22:36 am
Hmm, every time you post that I re-read it, stare at it a bit, try to make the picture match up to the words, and every time I draw a complete blank on what you're saying!
???

Sorry, English is not my first language - I'll try to paraphrase it!
a) We have four gem tiles now -the more valuable a gem, the larger it is.
b) With Ironhand's "tile magic" they have their color (rubies=red, emerald=green and so on) while the background remains dark, which looks good.
I want the same for stone and ore tiles.
That means: 4 levels of "value" each and tile magic applied.
I hope that makes it clearer. :)

EDIT: Oh god, i wrote "row" and meant "line" in the original post. I'm so dumb.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 27, 2010, 06:33:34 am
What he's saying is he'd rather that stone be differentiated by value.
But in the real world a dwarf has to know his geology. = P
I dunno. Maybe I'll rework them eventually, if other people complain too.
But I don't think it's a high priority, because I think they look pretty good.

Know, though, that your pleas do not fall on deaf ears.

Anyway, right after I said I was gonna go add more transparency to rock walls,
I had a thought: why not just decrease the transparency of the whole tile by like 20%?

(http://i25.tinypic.com/4tmvif.png)

Not only does it fix the problem with designated tiles,
I can also use it to raise the brightness of tiles that are too dark.
But just enough to make them look like walls, without destroying the look of the tile!

I'm so excited.
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Thundrim on July 27, 2010, 06:35:45 am
Yeah, I know what's going on there.

When I made all those stone tiles, I hadn't really figured out the transparency thing yet.
As a result, those tiles are all just white-on-black, with a very few semi-transparent pixels.
If I redraw them or edit them to include more transparent pixels, that will look way better.
Maybe I'll take a look at that today, when I get tired of drawing wolves and war elephants.


Thanks for the love, guys. Hopefully I'll have a 0.31.12 version for you all by this evening.

A clearly crucial stage for this project. Will not disturb! At least not before dinner. War Elephants! Haha! Sorry I'm excitable before breakfast. :p

---
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 27, 2010, 06:42:05 am
Here's another awesome side-effect of the transparency drop:

By setting the foreground color of sand to, say, yellow,
and the background color to red, I get a lovely golden brown.
Repeat as necessary to mix all the lovely sand you could ever want.

(http://i29.tinypic.com/2nit9g0.png)
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Vince on July 27, 2010, 06:49:50 am
Know, though, that your pleas do not fall on deaf ears.
Knowing that brings a grown man to tears.
I dunno. Maybe I'll rework them eventually, if other people complain too.
I can't be the only one! :D (I hope...)

Transparency-drop looks nice.
Although I wonder what the upper 3 designated tiles in
Spoiler (click to show/hide)
were. The same like left and right?
Title: Re: Ironhand's Graphics Set (0.45 is now available!)
Post by: Ironhand on July 27, 2010, 06:54:33 am
Yup. That's bituminous coal.
Title: Re: Ironhand's Graphics Set (what's that about iron-plated war gorillas?)
Post by: Ironhand on July 27, 2010, 09:35:12 am
(http://i25.tinypic.com/20rr349.png)

If only we could actually armor our war animals in the game...
Title: Re: Ironhand's Graphics Set (and war elephants, too. Of course)
Post by: Ironhand on July 27, 2010, 10:12:49 am
(http://i32.tinypic.com/7bt0.png)
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Moontayle on July 27, 2010, 10:27:41 am
Well, the good news is that Baughn is working on separating text from graphics (Toady approved) so there's a good chance in the next few months you'll get a lot more tiles to work with.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Vince on July 27, 2010, 10:35:28 am
Well, the good news is that Baughn is working on separating text from graphics (Toady approved) so there's a good chance in the next few months you'll get a lot more tiles to work with.

Really? Hurray! :D
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Maldevious on July 27, 2010, 10:45:04 am
War animals looking great!
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Ironhand on July 27, 2010, 10:58:48 am
Whoah!
That is totally exciting!


I'm pumped.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Acanthus117 on July 27, 2010, 11:02:05 am
Just sayin' once more...

THIS IS THE SHIIIT MAAAN

/inagoodway
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 11:22:48 am
Those new tiles are crafted from pure win! :)

Separating text from graphics is a really great step in the right direction! Will have to see how it affects the multiple use problem...
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Ironhand on July 27, 2010, 11:44:35 am
The single best thing about it?

X

I can't wait to have BINS that look like BINS.
And floodgates that look like FLOODGATES.
AND STAIRS that look like STAIRS!!!
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 11:47:44 am
Ironic worst-case scenario: We get to use all those letter tiles, but still cant disambiguate the cursed tile that should not be named O.o
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Ironhand on July 27, 2010, 11:55:34 am
What, the refuse one?

Yeah, probably not.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 12:05:34 pm
No I meant the one you said :P

I know the refuse turkey leg is crap, I just got sidetracked actually playing DF!
Title: Re: Ironhand's Graphics Set (and war elephants, too. Of course)
Post by: Thundrim on July 27, 2010, 12:06:46 pm
(http://i32.tinypic.com/7bt0.png)

YES!

Back in time for a bit of Elephant oogling. Maybe not oogling, but something in the neighborhood. :p

---
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Robsoie on July 27, 2010, 12:26:26 pm
That's great if the tile separation from text happens one day.
;)

Maybe the wooden door tile that seem to plague every graphic sets will be fixable then.
Now if only the 80 tile minimum limitation could disappear too.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 12:40:10 pm
Grr! Doors! Not only wooden doors using the smoothed wall tile, but metal doors having a unique tile but not using it O.o
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Dohon on July 27, 2010, 12:46:07 pm
Well, the good news is that Baughn is working on separating text from graphics (Toady approved) so there's a good chance in the next few months you'll get a lot more tiles to work with.

You happen to have a link to that? I don't want to imply that you are a liar or something, but I'm just curious to see that post. :)
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Vince on July 27, 2010, 01:02:51 pm
http://www.bay12forums.com/smf/index.php?topic=60554.msg1427645#msg1427645
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Prastary on July 27, 2010, 01:09:10 pm
Glad to see you back in work, Ironhand. The new critters are great!
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: MiniMacker on July 27, 2010, 02:27:07 pm
*Sniff* I've becomed too attached to Ironhand's tileset, I can't play with anything else. Hurry and update it! Must play MOAR.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 02:28:51 pm
Edit: Weird I quoted myself somehow... :)

http://www.bay12forums.com/smf/index.php?topic=60554.msg1427645#msg1427645

But yeah I meant to say "Sweet! - I may have to stalk Baughn! :F
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: MiniMacker on July 27, 2010, 02:39:53 pm
Perhaps nevermind.

Not sure, I migrated it over with no apparent problems. The .11 and .12 releases didn't seem to change the .10 raws, so you should be safe to copy everything over...

Which I'm not sure is true. The changelog for .12 mention this :

Other bug fixes/tweaks
   (*)adjusted skill rates up a bit on indiv training and demonstrations
   (*)made att/skill rate loader treat 0s like NONE instead of the fastest rate


That doesn't change raw values? Confused.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 02:58:44 pm
Maybe he just tweaked the code that deals with the skills rather than the skill values?
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Dohon on July 27, 2010, 03:40:55 pm
http://www.bay12forums.com/smf/index.php?topic=60554.msg1427645#msg1427645

Thanks for that!
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 04:31:07 pm
What about just a little broken bone and a splat of blood for "generic remains"?
(http://i.imgur.com/QsG91.png)
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: ChickenLips on July 27, 2010, 04:41:59 pm

Which I'm not sure is true. The changelog for .12 mention this :

Other bug fixes/tweaks
   (*)adjusted skill rates up a bit on indiv training and demonstrations
   (*)made att/skill rate loader treat 0s like NONE instead of the fastest rate


That doesn't change raw values? Confused.

Nope!  I checked 'em.  It's safe.

Yeah, it's not quite true that no raws were changed.  Here are the changes (going by filedates and file comparisons):

creature_standard.txt: Kobold MENT_ATT_RATES for linguistics and musicality changed to accommodate the second change you list above.

entity_default.txt: Humans changed to allow human civs to start in forests (added START_BIOME:ANY_FOREST).

7 or 8 other creature raws: A handful of minor corrective changes (eliminating duplicate or extra tags, correction to muskox hair showing up as skin, etc.).

The index file changes, of course, and you may want to copy over other help and support files (I always do for each new version, and usually there are changes), but, other than that, the raws are the same, and it looks serfectly pafe.


EDIT: I like that one much better, WormSlayer.  :thumbsup:
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Ironhand on July 27, 2010, 06:56:00 pm
I've recently become rather disheartened to discover that the raw tile used for rough gemstones cannot be changed...
I had gotten all excited because in the wiki, the ☼ has an asterisk beside "rough gems", indicating that that can be changed.

But apparently it cannot. So I have discovered and so I have been informed.
So rough gems will just have to look like ☼, I guess.

If anybody knows this to be incorrect, please tell me. I will be pleased beyond measure.

Anyway, in lieu of that revelation, I'm gonna go ahead and finish up the release tomorrow morning.
So WormSlayer, go ahead and send me anything you want included (like that new refuse-- not bad!)
And I'll try again to make wolves. I've been so far unsuccessful, but I will prevail eventually.

Anyway, 0.46 will be available by noon tomorrow.
It will have war elephants.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: userpay on July 27, 2010, 07:23:12 pm
Uh, doesn't mayday have a tile for rough gem thats different from that symbol?
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Harmonica on July 27, 2010, 08:11:10 pm
What about just a little broken bone and a splat of blood for "generic remains"?
(http://i.imgur.com/QsG91.png)

Pretty damn awesome. No more turkey leg. Woo!
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: WormSlayer on July 27, 2010, 08:23:22 pm
Uh, doesn't mayday have a tile for rough gem thats different from that symbol?

Wasnt sure so I installed it but nope:(http://i.imgur.com/2s7El.png)
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Poot on July 27, 2010, 08:42:56 pm
Like I said, I refuse to use any other tileset for the time being. I'll be waiting patiently for the update.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: userpay on July 27, 2010, 09:21:41 pm
Odd, I distinctly remember rough gem not being that symbol(I always used mayday before starting to use this not to long ago). I wonder if it has something to do with the recent releases.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: ungulateman on July 27, 2010, 10:07:45 pm
That's great news for graphics and tileset makers everywhere.

Also, war gorillas squee.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Thundrim on July 27, 2010, 11:39:09 pm
What about just a little broken bone and a splat of blood for "generic remains"?
(http://i.imgur.com/QsG91.png)

Aye. That satisfy all primary sensibilities, iconographic demands, and it might even be unique to this set, so the "Dwarven committee of harsh and cruel qualification investigations" grabs a drink and run off to another poor victim out there, probably one of those Cheese Engravers. Huzzah!

---
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Rebirthocool on July 27, 2010, 11:50:20 pm
i love these new baby elephants
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Cheddarius on July 28, 2010, 01:32:33 am
What about just a little broken bone and a splat of blood for "generic remains"?
Ah, that's a lot better! It looks quite good now.
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Bloogonis on July 28, 2010, 02:30:45 am
My only gripe about it is that most things represented by it have no bones in them, remains generaly boneless, chinks no bones, shell well not an internal bone, teeth and fingers arn't femurs... I dont know what would remedy this the best, ive been imagining something that looks like a tumor, something fleshy that would best fit the tile.


tossed this together, not your pallet or skill but I think it looks kind of like a ball of mangled flesh
with crappy spatter
(http://i35.photobucket.com/albums/d188/Bloogonis/Dwarf%20Fort/chunk.png)
without
(http://i35.photobucket.com/albums/d188/Bloogonis/Dwarf%20Fort/chunk2.png)

meh it sucks, but maybe it gives you ideas
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: oolon1 on July 28, 2010, 02:36:10 am
Like I said, I refuse to use any other tileset for the time being. I'll be waiting patiently for the update.

There's no need to wait for Ironhand 0.46 to play 0.31.12, if that's what you're referring to.  You can apply the Ironhand 0.45 "upgrade pack" to the 0.31.12 folder and it works as intended.  http://dffd.wimbli.com/file.php?id=2617 (http://dffd.wimbli.com/file.php?id=2617) 
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Thundrim on July 28, 2010, 03:15:29 am
My only gripe about it is that most things represented by it have no bones in them, remains generaly boneless, chinks no bones, shell well not an internal bone, teeth and fingers arn't femurs... I dont know what would remedy this the best, ive been imagining something that looks like a tumor, something fleshy that would best fit the tile.


tossed this together, not your pallet or skill but I think it looks kind of like a ball of mangled flesh
with crappy spatter
(http://i35.photobucket.com/albums/d188/Bloogonis/Dwarf%20Fort/chunk.png)
without
(http://i35.photobucket.com/albums/d188/Bloogonis/Dwarf%20Fort/chunk2.png)

meh it sucks, but maybe it gives you ideas

The problem is that you won't have any idea what you're looking at operating under this resolution, when attempting to show more organic or finer pieces of refuse in various stages of solidness. Thus realism isn't always possible. The representation on the screen will have to create a general idea of the nature of this tile.

The need for heavy abstraction is paramount. Thus you would need defined contours in conjunction with familiar shapes. The trick is to find suitable objects of this nature, or at the very least put them in a pattern that create familiarity somehow. 

---   
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Baughn on July 28, 2010, 06:59:28 am
Thought I'd chime in, since people were getting a little overexcited over on IRC -

I'm only separating text from tiles. Which is to say that, yes, X is still ambiguous.

But hey, at least Lord Xarfereous's name no longer clashes!
Title: Re: Ironhand's Graphics Set (making critters for 0.46)
Post by: Ironhand on July 28, 2010, 07:12:10 am
Alright, well, we still appreciate it!

Anyway, here's another little something I threw together for 0.46:

(http://i32.tinypic.com/30caule.png)

Dead dwarves look dead now. Closed eyes, pool of blood.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 28, 2010, 08:16:32 am
Ironhand 0.46 is here (http://dffd.wimbli.com/file.php?id=2511).

Merged with DF 0.31.12!


Partial transparency for rough stone walls, which
- increases visibility of walls in comparison to floors
- allows me a vastly improved multitude of colors to play with, and
- makes designated wall tiles distinguishable from floors and walls.


New tiles!

Kilns/furnaces
Ore (yeah)
Webs
Tables
Sacks
Splints
Vials
...

oh, also:

WAR ELEPHANTS.

And war gorillas.
Both with armor.


Woop~



Enjoy it!
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 28, 2010, 08:26:49 am
The other thing I did with the complete package is I hid all the extra files like the shaders and libraries and stuff.
It will still work just like it's supposed to, but you won't see any extra stuff in the folder. Just data, raws, and the exe.

I think it looks slick.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Thundrim on July 28, 2010, 09:01:07 am
Yarr, release!!! Thanks you two!!!

*Runs off with his Elephant*

---
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 28, 2010, 09:23:35 am
Nice work IH! - You forgot to include the savegame updater though :P

My only gripe about it is that most things represented by it have no bones in them, remains generaly boneless, chinks no bones, shell well not an internal bone, teeth and fingers arn't femurs... I dont know what would remedy this the best, ive been imagining something that looks like a tumor, something fleshy that would best fit the tile.

I have tried some fleshy lumps but they kind of look like rocks or something, especially when the game colours the tile weirdly. I've decided it's not possible to make a single tile that looks like a human skull and a spider leg, and a cow hoof, etc. And gone for the abstracted icon kind of approach.

Also blood and broken bones everywhere kind of looks cool after a fight :D
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Robsoie on July 28, 2010, 09:40:58 am
Great, a new update. Always an impressive job Ironhand and WormSlayer.

For those that have problems with the Ironhand font in small zoomed in windows, like i do, here is the 0.46 tileset with the font replaced by Teeto/Maus slightly edited one.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Zoal on July 28, 2010, 11:53:05 am
Brilliant work, thank you for everything, Iron & Worm.

I think you can improve the water tile, it's not your best. It has an obvious "tiling" effect; I get the impression of repeating squares. I can see the edges. And it doesn't really look like water. Looks more like the surface of a sponge.

One problem is the frequency wave is too high. It needs a lower frequency, a sweeping flow frequency, and the frequency should be rotated or diagonal in some way. I think you achieved a good frequency for example on the "sand" tile. The frequency is like a phase. You don't want it repeating at the rate of the tile. High frequency is good -- but there should be high and low frequencies simultaneously, like real water! Imagine the ocean, which has waves at many different scales happening all at once.

You may have used Photoshop's ability to display the tile with copies of itself on each side. But this alone won't work -- you have to see it tiled unlimitedly in all directions, not just once, in order to be able to draw a good frequency which defies the square. The frequency should exist across as many squares as possible simultaneously. That creates the illusion of 'no tile'.

I've seen you nail this before multiple times on other sprites, I know you're good at it.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: flatlander on July 28, 2010, 01:12:08 pm
Let me just say .... oooo pretty. Followed by... but but but I was going to do some work today.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: BogusFlow on July 28, 2010, 04:52:00 pm
Looks great! I think I must have done something wrong though because my farm (and anything else that is brown) is bright red. I tried the savegame updater too. Any advice for a total newbie? Sorry, hope I'm not derailing this awesome thread. :)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Dearnen on July 28, 2010, 04:57:56 pm
While I like Worm's new refuse tile, perhaps a broken ribcage might be able to simulate both bones and/or a dead spider.  Just an idea to toy with.  Meanwhile, keep up the awesome work, guys.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 28, 2010, 05:36:35 pm
Yeah, I fiddled with color scheme a little bit.

Farms are red, actually. In my old scheme, I was using a much browner color for red,
which looked really good on farms but made magma and blood look kinda weird.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: BogusFlow on July 28, 2010, 05:59:00 pm
Farms are red, actually.

Gotcha, thanks for the response!
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ounce on July 28, 2010, 08:34:54 pm
Gotta give some love to this graphics set. You guys are cranking out some really spectacular stuff! You've convinced me to go back to using graphics for sure. x3
I've got a new fortress design in mind, and now I'm certain I have to embark somewhere with elephants.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 28, 2010, 10:58:32 pm
So if we get another 30 or so tiles to play with, I'm thinking as well as disambiguating as many things as we can, some more tree variety may be a good way to use up some of those letters?

Here is how I have roughly grouped all the trees together, with the idea being each group of similar looking trees gets at least one tile:
Spoiler (click to show/hide)

Here is my first attempt at replacing the current trees:
(http://i.imgur.com/cgjbI.png)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Cheddarius on July 28, 2010, 11:28:17 pm
Er, are those all yours, or is it the left was before and the right was your replacement, or something?
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Harmonica on July 28, 2010, 11:35:04 pm
Trees would be nice... but personally I can think of a few things I would put higher up the list, the things that sort of break the disbelief when you see them in two places standing for different things. Oh, and more rock tiles - obviously a lot of rock types look the same, but a lot don't look like anything else and should probably have their own tile.

Loving the latest release though - seeing the dig designations makes things so much easier.

Personally I've made a few alterations.. I've added iconographic style hashed lines and dots to the 3 dig-animation tiles, since I don't really dig (hur) the way that when they bash a rock, it suddenly transforms into a different rock-style and fades out (I've left that pattern in the background underneath the lines and dots and it looks really awesome though).

In game:
Spoiler (click to show/hide)

In case anyone wants, here it is:

(http://i30.tinypic.com/2en56o9.png)

Also, I increased the contrast to all the rock types. Not sure if that will screw the transparency up yet, haven't tested it. They looked a bit light to my eyes (trade off for visible designations tiles I guess - the old darker tiles looked more 'rocky' and almost perfect).

Also, replaced the stockpile tile. Your tile makes my eyes hurt! This is one I created for a personal set I was using previously. I thought about what the dwarves would use to lay down a stockpile, surely they would not go to the effort of paving an area in neat tiles? So.. they use planks of wood!

Edited this one up for 18X18.. and it tiles quite nicely, I think! Here it is in case anyone wants:

stockpile: (http://i31.tinypic.com/vy79g3.png)

tiled a lot: (http://i32.tinypic.com/f3ym44.png)

in game:
Spoiler (click to show/hide)

Not as pretty as your nice anti-aliased floor tiles but best I could do :) You can see how marble (white rock) looks with the replaced dig tile (it shares the third one), and also I added a bevel to the 'solid colour' tile, something Mayday does on his set because it makes the Trade Depot look f'awesome :)

Anyway sorry for mangling your nice pixel art, just some ideas I thought I'd share in case any appeal!
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Vince on July 29, 2010, 12:07:52 am
Er, are those all yours, or is it the left was before and the right was your replacement, or something?
They are all his; left: spring/summer/autumn, right: winter
That is a screenshot of the tile replacer program, in which you can choose a tile and color for everything in your raws :)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Cheddarius on July 29, 2010, 12:21:03 am
Ah. They're quite nice-looking, in any case.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Thundrim on July 29, 2010, 03:05:51 am
Here is my first attempt at replacing the current trees:


Can't really comment yet, since the trees have to be judged up against the colour schemes in general, and the ebb and flow of textures surrounding them. The summer branch of that selection looks a wee bit brighter than expected ( terrible sense of humor alert ), but when placed in the game that might prove to be nothing but intermediate trickery of the mind, and/or a profound lack of overwatch capabilities at this very point in time. ( There is no recognition issues involved, so the only logical solution would be to set the bar higher and demand environmental coherency on a grander scale. If they blend in right away, then it's time to be more creative in order to create an excessive workload. We're helpful that way.  )

---
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Vince on July 29, 2010, 08:35:04 am
The fonts aren't correctly aligned horizontally in "inverted mode"
(http://img64.imageshack.us/img64/7906/fontsl.png)
"a" and "o" in relation to "s" for example.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 29, 2010, 09:03:50 am
Since we're so close to a font separation, I'm gonna go ahead and ignore that and just fix it later.
Also, all the same characters are used for both "modes", so it shouldn't matter which one you're looking at.

WormSlayer: those trees are GORGEOUS. I love them.


Harmonica: I actually really like some of that stuff you're doing there, too! Thanks!
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 29, 2010, 11:04:45 am
Here is an in-game shot:
(http://i.imgur.com/wBRVD.png)

The dead trees look less like trees to me than they did last night :F

But the one species of living tree in the shot looks pretty sweet?
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Alcoholic on July 29, 2010, 11:22:18 am
The live trees look great, 1 of the dead trees looks ok but the other 1 that looks sorta clustered up at the top I would change.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 29, 2010, 12:10:34 pm
Yeah, I'm feeling the green trees.
Very nice.

As for the dead ones,
don't be afraid to exaggerate the spread of those branches.
It doesn't need to fit inside the green tree. I think it'll look better
if it is actually too spread out. Keep doing what you're doing, though.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 29, 2010, 12:55:40 pm
Your right, I tried to hard to make them conform to the shape of the live trees! Will fiddle with them later :D
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: wuxia on July 29, 2010, 01:24:34 pm
Thank you for this wonderful graphics set! 
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 29, 2010, 01:26:37 pm
You are most welcome!

We made it just for you.
 :D
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Thundrim on July 29, 2010, 02:45:08 pm
Here is an in-game shot:


The dead trees look less like trees to me than they did last night :F

But the one species of living tree in the shot looks pretty sweet?

A better view from the perspective of an Eagle carrying a Dwarf away to a gruesome fate tend to work miracles. Easier now to see how you emulated sunlight on top of the trees to make them a bit brighter up there for example. ( And that I completely forgot about the plant life. *COUGH*.) Well done. Indeed a bummer that dead tree, but it could be worse, it's only a bit of glue and some branches to extend. Hopefully the local wilderlife won't object, not that anything that moves can be trusted. Eat them first, and check how they interact with you after. Then you will have more ammo at any rate. ;)

---
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 29, 2010, 08:00:19 pm
(http://i.imgur.com/TE6NK.png)
Broadleaved 1 - Broadleaved 2 - Broadleaved 3 - Conifer - Willow - Palm - Sapling - Dead 1 - Dead 2 - Dead 3

(http://i.imgur.com/uBtbP.png)
It seems saplings have no background colour...
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 29, 2010, 08:33:22 pm
Lovely!

Five stars for everything but the willow.
The willow's a little fluffy on top for me.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Cheddarius on July 29, 2010, 09:04:00 pm
Man, I really like your sapling and palm! The others are great, but those are just fantastic.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Zoal on July 29, 2010, 10:44:33 pm
Broadleaved #2 and #3 are too similar. I think you should go for more diversity.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 29, 2010, 11:04:46 pm
Yeah 2 and 3 are a bit samey. Also 3 dead trees seems excessive, how about instead we have two dead trees and:

(http://i.imgur.com/8ZquH.png)

Featherwood - Highwood - Glumprong - Bloodthorn
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Cheddarius on July 29, 2010, 11:06:03 pm
The thick trunks are quite nice there, look like sturdy oaks or whatnot.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Harmonica on July 29, 2010, 11:08:13 pm
Willow is a little blurry on top left but I like the rest of it.

Can you use the transparency effect to create a darker trunk on the saplings?
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: xDarkz on July 29, 2010, 11:27:13 pm
Amazingly work as always Ironhand and Wormslayer.
I'm lovin' it!

You mentioned the slight tweak in the color scheme, can this be associated with the farming fields/piles of mud being crimson or is that some sort of error on my end?

Thank you for all the hard work.
Keep it up! :D
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: breadbocks on July 30, 2010, 01:10:41 am
Can someone here tell me how I can put this in without taking out a mod?
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Deon on July 30, 2010, 01:30:47 am
Which mod? You should just merge it in.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Poot on July 30, 2010, 03:15:27 am
Having a fantastic time with this graphic set, Ironhand. I like the overall muted look of it -- generally I hate when colors are oversatured and I think you also did an excellent job overall with the dwarves.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 30, 2010, 08:40:35 am
Glad to hear it!

Yeah, the red farms are a product of the new color scheme.
I might bump it a hair back in the direction of brown for the next release.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 30, 2010, 11:20:40 am
I'm definitely going to tweak the sapling, for some reason I thought it could have a separate trunk colour but thats not the case. Will also redo willow and broadleaf 3.

Here are some amusing numbers:

Broadleaf 2
--------------
Pixels: 384
Source Polygons: 121,514
Poly's per Pixel: 312.5
Anti-Aliasing samples: 320,000 (1024 per pixel)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: oolon1 on July 30, 2010, 11:38:44 am
I'm definitely going to tweak the sapling, for some reason I thought it could have a separate trunk colour but thats not the case. Will also redo willow and broadleaf 3.

Here are some amusing numbers:

Broadleaf 2
--------------
Pixels: 384
Source Polygons: 121,514
Poly's per Pixel: 312.5
Anti-Aliasing samples: 320,000 (1024 per pixel)

What program are you using there?  I'm assuming you aren't just in Photoshop doing pixel art.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 30, 2010, 01:58:01 pm
Will also redo willow and broadleaf 3.

I think I like 3 better than 1.
2 is awesome.
1 is skinny.
Title: Re: Ironhand's Graphics Set (I made a wolf!)
Post by: Ironhand on July 30, 2010, 02:22:34 pm
Awooºººooo...
                     (http://i32.tinypic.com/34gvdqs.png)
Title: Re: Ironhand's Graphics Set (I made a wolf!)
Post by: Ratbert_CP on July 30, 2010, 02:30:18 pm
Awooºººooo...
                     (http://i32.tinypic.com/34gvdqs.png)

Now you just need two more wolves and a moon...
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Cheddarius on July 30, 2010, 02:31:18 pm
Excellent! Though the head looks a bit odd...
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 30, 2010, 02:38:18 pm
Here's a little one. (http://i30.tinypic.com/n3spxj.png)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 30, 2010, 02:55:32 pm
How is his head odd?
Can you specify a bit?

Here they are as ice wolves:

     (http://i29.tinypic.com/qo95oh.png)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ratbert_CP on July 30, 2010, 02:57:26 pm
How is his head odd?
Can you specify a bit?

Here they are as ice wolves:

     (http://i29.tinypic.com/qo95oh.png)

Whip up a War Wolf and throw in a moon, and we got us a t-shirt!
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Cheddarius on July 30, 2010, 03:03:00 pm
How is his head odd?
Can you specify a bit?
It looks like a llama's head, if that makes any sense... sort of... snout-like?

EDIT: Yeah, like Deon said. I would say that the top part of the jaw is too thick relative to the bottom part, if I had to pick a specific thing that made it look odd.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Deon on July 30, 2010, 03:03:59 pm
The head is horse-like, not dog-like. The pose is great.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ratbert_CP on July 30, 2010, 03:04:46 pm
How is his head odd?
Can you specify a bit?
It looks like a llama's head, if that makes any sense... sort of... snout-like? I'll try to explain it with a picture, it's hard to put into words.

The wolves are the little doggies in the main post, not the big, orange-yellow abomination on the left side of the screen...  ;)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Cheddarius on July 30, 2010, 03:06:00 pm
The wolves are the little doggies in the main post, not the big, orange-yellow abomination on the left side of the screen...  ;)
Yes, I understand that.
Or was that a joke?
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ratbert_CP on July 30, 2010, 03:06:25 pm
The head is horse-like, not dog-like. The pose is great.

Methinks IH put "beards" on the wolves, and it looks like the musculature of an equine jaw rather than the furry fringe sometimes associated with wild canines...
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ratbert_CP on July 30, 2010, 03:07:13 pm
The wolves are the little doggies in the main post, not the big, orange-yellow abomination on the left side of the screen...  ;)
Yes, I understand that.
Or was that a joke?

'Twas a joke.  No offense meant (to you, or IH).
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Deon on July 30, 2010, 03:09:51 pm
What about me? Did you mean offense to me?
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ironhand on July 30, 2010, 03:11:54 pm
We always mean offense to you, Deon.

Behold, the fearsome mandrill! (http://i32.tinypic.com/2w7r1ih.png)


I will fiddle with the wolves' heads later.
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: gtmattz on July 30, 2010, 03:13:42 pm
How is his head odd?
Can you specify a bit?

Here they are as ice wolves:

     (http://i29.tinypic.com/qo95oh.png)

Whip up a War Wolf and throw in a moon, and we got us a t-shirt!

This thread is now about wolfshirts...
Title: Re: Ironhand's Graphics Set (I'm on a roll!)
Post by: Ironhand on July 30, 2010, 03:16:26 pm
Eeeehehehe!  (http://i27.tinypic.com/4uckmf.png)

War mandrills!
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ratbert_CP on July 30, 2010, 03:18:32 pm
What about me? Did you mean offense to me?

No, but I'll accept it as collateral damage... ;)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: WormSlayer on July 30, 2010, 03:18:56 pm
1 was supposed to be a bit tall and thin. I think you'll like the new broadleaf I just made - Will post some new trees in a bit.

LOL I must have war madrills!

Wolf feedback :)

Was expecting them to look more like your dogs but with wolf colour and markings - Compared to your other animals, the wolf pup looks more like the foal than the puppy?

Again, compared to your other animals, the sharp line separating the head/shoulder looks a bit out of place.

The shape of the adult wolf's head also does seem a bit off - I know all too well how hard it is to hint at shape with such few pixels! Maybe use the googles and look at a ton of wolf pictures to study the shape of the head and ears?

Also if he is howling, he needs to be lifting his head up and arching his back a bit more.

Hopefully that doesnt sound like I hate it, just trying to be constructively critical :)

What program are you using there?

I model and render things in 3dsmax, then use photoshop to retouch the odd pixel and do the layer separation stuff.

Edit: LOL WTF? - 15 replies while I was typing this :D

Edit2: Awww: Howling wolf pup :D (http://imagecache6.allposters.com/LRG/38/3824/FS5YF00Z.jpg)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ratbert_CP on July 30, 2010, 03:19:18 pm
How is his head odd?
Can you specify a bit?

Here they are as ice wolves:

     (http://i29.tinypic.com/qo95oh.png)

Whip up a War Wolf and throw in a moon, and we got us a t-shirt!

This thread is now about wolfshirts...

At least it hasn't gotten to llamashirts.  Yet...
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Deon on July 30, 2010, 03:30:17 pm
Now all I want to do is to train mandrills. Also if you made a variation with a HALO helmet it would be cool. Haha. Ha.
Title: Re: Ironhand's Graphics Set (wolves!)
Post by: Ironhand on July 30, 2010, 03:37:12 pm
Are these better? (http://i31.tinypic.com/20l02vd.png)
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Thundrim on July 30, 2010, 03:38:09 pm
Nice animals! Zoomed in and it does indeed look like the confusion is caused by the uh.. Wolf-Beard. Is there a more proper word for hair growth on the face of a Wolf at any rate. It's more like sideburns. :-p

---
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: Ratbert_CP on July 30, 2010, 03:39:05 pm
Nice animals! Zoomed in and it does indeed look like the confusion is caused by the uh.. Wolf-Beard. Is there a more proper word for hair growth on the face of a Wolf at any rate. It's more like sideburns. :-p

---

The appropriate term (on several levels) is muttonchop.  :)
Title: Re: Ironhand's Graphics Set (wolves!)
Post by: Thundrim on July 30, 2010, 04:26:34 pm
Are these better? (http://i31.tinypic.com/20l02vd.png)

The first one had the head better aligned with the pose somehow. The head don't seem to cooperate with the body mainly because of the neck area on this one, as far as I can tell. Had to look at both versions, and at some pictures of Wolves first. the jaw is also better separated in the initial version.

The neck shape might not be wrong per se it is how the shadowing applies. The yeah.. muttonchops do go up to the top of the neck, but the shadowing obscure it a bit. The Wolf should be quite ready as it stands, this *is* nitpicking.

(The silly site i found had pictures of humans, like it's hard to spot them. Hah! )


P.S.

Thanks Ratbert_CP, not a word easily looked up, so genuine insight is appreciated over the pesky interweb sometimes. ;)

P.P.S.

Love the Mandrill!!!

---
Title: Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
Post by: ChickenLips on July 30, 2010, 04:38:28 pm
Alright, WormSlayer, on the assumption that youze guys will pick and choose according to how many of the newly-available tiles are available for plant variation, here's a sort of brainstorming cheeky wish-list for plant tiles (they are prioritized from flat out YUSH THIS MUST HAPPEN OR THE KITTEN GETS IT at the top to plaintive, cheeky, whiny little nibs that could probably be quite happily lived without at the bottom):



That is all, for now.  (Is that it?  How about asking for a foot massage, too, Mr. Demanding ChickenLips??)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 30, 2010, 06:05:19 pm
Thanks ChickenLips, will keep a copy of that list for reference :) Saplings seem to only be allowed one colour :(

Trees:
(http://i.imgur.com/RQqh4.png)
Broadleaf 1, 2, 3 - Conifer - Willow - Cacti - Spore Tree using Willow - Dead 1 & 2 - Bloodthorn - Featherwood - Highwood - Glumprong

They actually look a bit different in-game... Maybe RTS isnt using Ironhand's palette or something?
(http://i.imgur.com/JDCqx.png)

Wolves:
Definitely better - But the pose doesnt really say howling wolf to me. *Cliché howling wolf silhouette* (http://i.imgur.com/yHJnS.jpg)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Cheddarius on July 30, 2010, 06:43:49 pm
Are these better? (http://i31.tinypic.com/20l02vd.png)
Yes, very much so! I like the wolf pup especially, it's very cute.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Solace on July 30, 2010, 08:39:17 pm
That bloodthorn looks like it could double pretty easily as a dead tree. Which might be a good or a bad thing...
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 30, 2010, 09:24:50 pm
I have soo many rope vines on my current map I had to make a vine-like tile:
(http://i.imgur.com/jFbMs.png)
For now, it's going to replace the ↔ character unless that one is actually used somewhere?

(Also made the special tree a bit thinner.)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Thundrim on July 30, 2010, 10:01:59 pm
I have soo many rope vines on my current map I had to make a vine-like tile:

For now, it's going to replace the ↔ character unless that one is actually used somewhere?

(Also made the special tree a bit thinner.)

Like the details on the trees. Starting to worry about the standard that's being set here. Commercial games back in the days when pixels ruled the Digital Earth would have problems keeping up. But it's good to be excited over small things again, it truly is. Feeling like I'm 18 again, well apart from the decades that passed since then.

Wiki has little to say about tile 29 on row 02, a double arrow. So maybe it's available by the merit of not having a listed use. Toad-knows.

*It's actually listed with some others at the very bottom as perfect for changing tiles as they have no use. :-p

---
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: ChickenLips on July 30, 2010, 10:09:23 pm
Excellent!  Really nice vine.  Perfect for the job. I like.  Will it be flowerable?  (Little spots of foreground highlight color or anything -- or are the two colors used for branch color and leaf color?)

Wolves and pups, I like too.

Impressions on the other trees: I have to pretty much agree -- great work!  Likewise, my least favorite is the willow -- the shape throws me off (particularly the uper-left portion of it), but it may be just that I'm used to the old one.  And for the special tree set, they look really good for the most part, but I get one tiny hang-up with them -- when zoomed out they have this sort of fishgill-ish or hairdo-ish look to them.  I don't know if it hits anyone else's eyes like it hits mine, but it seems to me like the lines between the boughs are very bold --breaking then up a bit would go a long way toward eliminating that effect.  Again, though, could just be me, and I could very well live with it.  One way or another, very, very good-looking trees.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 30, 2010, 11:32:41 pm
Making all these tiny sprites has been quite nostalgic for me too. First game I modded was in about 1986 - Repton on the BBC Micro :D

The vine is currently using it's two colours for the brown stems and green leaves, but I could put the brown and green onto the rgb layer and put some berries into the alpha.

Edit: Like this :D
(http://i.imgur.com/l8JpU.png)
Plain - Leafy - Fruiting

The branches of the special trees are somewhat crappy because I've tried to work bloodthorn into the same tile. It is probably better off just using a normal dead tree tile for now and I'll pretty up the special tree.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zulithe on July 31, 2010, 01:25:32 am
wow WormSlayer I never would have guessed you were that old. :) Great to see you are still at it (and still have mad spriting skills!)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Harmonica on July 31, 2010, 01:32:32 am
Trees are great and all but what about ROCKS. The only time I look at trees in the game is when I lay a great swathe of chop trees designation over them. It's not as if you can plant them or anything (not like dwarves should be planting trees anyway).

Let's face it, the majority of the game is spent staring at rocks and stuff made from rocks :)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: xDarkz on July 31, 2010, 03:17:26 am
Ironhand and Wormslayer; this work right here easily surpasses any other graphical tilesets as of right now, in my own personal opinion. Everytime I check this thread, I'm confronted with something new that often bewilders and amazes me. How you guys bring life and spunk to this already amazing game, never fails to captivate me. Keep up the amazing work,  bless you guys for all your dedication.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: ChickenLips on July 31, 2010, 05:56:58 am
Indeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickens.  :P

I hadn't thought of it that way, but, yeah, it is a bit nostalgic.

Edit: Like this :D
(http://i.imgur.com/l8JpU.png)
Plain - Leafy - Fruiting

Awesome.  That's exactly what I was thinking would be perfect, but didn't know how to ask it in an intelligent way. :D
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Thundrim on July 31, 2010, 06:22:13 am
Indeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickens.  :P


Was more shocking to hear it surprises some that people at that age can keep doing stuff. Like you suddenly turn into a fossil when approaching the middle age or something. But enough digression, need to burn some.. uh... appreciate the old style vegetation while it lasts. Could end up with bad thoughts... appreciating the above stuff. Thoughts easily neutralized or better, with the smell of nice hot Forges, fueled by uh... charcoal that just happened to be at hand! ;)

--- 
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 08:55:48 am
More unique rock type are high on the list of things to do with all those soon-to-be empty tiles!

We are also thinking of more types of vermin and giving the world map some love. If you guys have any suggestions on things that badly need new tiles do throw your ideas in the ring! :)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on July 31, 2010, 09:07:52 am
Trees:
(http://i.imgur.com/RQqh4.png)
Broadleaf 1, 2, 3 - Conifer - Willow - Cacti - Spore Tree using Willow - Dead 1 & 2 - Bloodthorn - Featherwood - Highwood - Glumprong

These are good, except that the Conifer is too flat. Looks like paper. Needs some shading.

Be careful with the "blended edges" you've used there, because it just gives the impression of blurriness.
If the edge outline color is a sort of halfway point between the shade of the object in the foreground, and the shade of the tile background, it creates blurryness. The edges must be accented in a contrasting color rather than a blending color. Except for the cases where such a blending color is explicitly needed (antialiasing a thin line, etc), but that Conifer isn't such a case because the antialiasing doesn't add detail.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 09:13:29 am
I agree the conifer looks too flat, will revisit that one! :)

By messing around with the colours the vine tile may work for seaweed and stuff?
(http://i.imgur.com/5sniT.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Robsoie on July 31, 2010, 11:38:16 am
would make good spider web too.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 11:56:13 am
Unfortunately webs are hard-coded to the same tile as rough gems, the dwarfbuck symbol and a few other things :S
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Robsoie on July 31, 2010, 12:37:47 pm
Hopefully in further DF updates this limitation will be history and the tileset will then shine even more with all the amount of pixel art you are doing with Ironhand.

Quote
Making all these tiny sprites has been quite nostalgic for me too. First game I modded was in about 1986 - Repton on the BBC Micro
Quote
Indeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickens
Great to see there are many fellow middle aged guys that are as addicted to Dwarf Fortress and Bay12 as i am ;)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ratbert_CP on July 31, 2010, 12:50:02 pm

Quote
Indeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickens
Great to see there are many fellow middle aged guys that are as addicted to Dwarf Fortress and Bay12 as i am ;)

Let's see...  My first computer game was "Hunt The Wumpus" using a thermal teletype interface.  The first personal computer game I played was "Hammurabi" on the TRS-80.  My own first personal computer was an Apple ][+, playing "Colossal Caverns" and "Wizardry".  Some favorites were "Wasteland" and "Hidden Candle".  Lost many undergrad nights to "Moria" and "Star Control"...

I'm old.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on July 31, 2010, 01:29:12 pm
Yeah, I don't think I can really relate to all this old people talk.  = P
When I came into the world, there were already three Final Fantasies.

Anyway, check this out:... it's a gazelle!  (http://i29.tinypic.com/24xhy0g.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Robsoie on July 31, 2010, 01:35:07 pm
Don't worry Ironhand, as long as you can continue to deliver such amazing pixel art, you're keeping us young, at least in our heads ;D
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Moontayle on July 31, 2010, 01:38:11 pm
Yeah, I don't think I can really relate to all this old people talk.  = P
When I came into the world, there were already three Final Fantasies.

Anyway, check this out:... it's a gazelle!  (http://i29.tinypic.com/24xhy0g.png)
very gazelly
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Dearnen on July 31, 2010, 01:40:12 pm
I discovered an interesting little problem with doors made of olivine:

(http://www.mediafire.com/imgbnc.php/2954d5771b5127f71a252290bc6ff2596g.jpg)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on July 31, 2010, 01:42:24 pm
...wait, what?  :o

Yeah, that's definitely not a problem on our end.
We don't get to specify what tiles are used for doors.

It's kinda trippy, though. I like it.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on July 31, 2010, 01:47:53 pm
By the way, I've been doing young and zombies and skeletons
for all these critters too, I just haven't been posting them:

(http://i25.tinypic.com/bjhats.png)

They're generally less exciting.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: ChickenLips on July 31, 2010, 02:13:05 pm
[ . . . ] By messing around with the colours the vine tile may work for seaweed and stuff?
(http://i.imgur.com/5sniT.png)

That can most certainly work for the purpose.

And the gazelle and skeletal creatures look great as well.

Oh!  Another thought for new plant tiles if you're up for more: it might be nice to have an alternate mushroom tile -- perhaps a clump of three smaller ones or something.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on July 31, 2010, 02:23:41 pm
For now, how about some lumpy horses I mean camels?

(http://i29.tinypic.com/2443xh5.png)

They kinda need shoulders.
Especially the dromedary.

He'll get fixed up a bit for the release.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Cheddarius on July 31, 2010, 02:28:23 pm
In my opinion they look quite good as they are.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 03:11:41 pm
Olivine doors? O.o I suspect it isnt our fault, door graphics are pretty buggy :F

Camels are sweet! I also really like the zombie and skeletal animals :)

Zombie Whales (http://dfstories.com/zombie-whales) next? :P

Removed the weird branches from special trees and switched Bloodthorn to a dead tree tile. Also tried to make the conifer more shaded.
(http://i.imgur.com/AnE5C.png)

I may remake it, but in theory this tile is pretty useful:
(http://i.imgur.com/bshXB.png)
Prickleberries - Strawberries - Fisherberries - Sunberries - Rope Reed + Whip Vine

Those previews are not so accurate, not only are they not using Ironhand's palette but RTS doesnt realise tiles can have bright background colours and messes everything up every time I load it... But in-game I found quite a sweet little patch of berries :D
Spoiler (click to show/hide)

Hardy souls may wish to test-drive these changes:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Still Standing on July 31, 2010, 03:36:13 pm
I would like to thank you guys for all the hard work you have put into this!  I used the mayday set for the longest time but switched back to a square text based set.  This has made me finally switch back to a graphics set!  Thanks again!
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: s20dan on July 31, 2010, 03:43:57 pm
Just to add my opinion to the new critters.  I think they are all nice, except for the wolf. I reckon the wolf would make a better graphic for the dog, I always think the dog looks like a cat  ;)

 Btw, orthoclase floors (normally bright yellow) are very dark brown in the current release.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Harmonica on July 31, 2010, 04:04:55 pm
Excellent work on the flora and fauna you guys. Surely you can afford to create some individual tiles for some of those plants WormSlayer? I really like the bushels in the current set though, particularly how the strawberries look.

Ironhand: those gazelles are crazy good. And the rest.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Quadricwan on July 31, 2010, 04:54:21 pm
The olivine door issue has been around for a long-time now.  It's definitely not related to your tileset - Phoebus' has the same problem exactly.  They look fine on the ground, but when they're built, they show up as webs/rough gems.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 05:21:28 pm
It remains to be seen how long it takes for this new feature to show up in DF so in the meantime I'm just replacing the current tiles and trying to jiggle things towards grouping by appearance. Then they should match any additional ones I make later.

Acacia tree: (http://i.imgur.com/lox76.png) (Desert Biomes)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Dearnen on July 31, 2010, 05:29:20 pm
I think the conifer still needs some work.  While conifers are generally cone shaped, they have a lot of space amongst the branches.  I suggest breaking it up a bit instead of being solid green.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Cheddarius on July 31, 2010, 05:31:12 pm
The acacia is pretty awesome dude
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: ChickenLips on July 31, 2010, 05:33:02 pm
@WormSlayer:

Hey, I really like that acacia!  And the special trees -- they look much better to me.

@IronHand:

I can't remember what the original camels look like off the top of my head, but I do like these little guys.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zulithe on July 31, 2010, 05:48:06 pm
you guys are moving along at a really nice pace :) Always awaiting the next version.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 05:56:17 pm
The arboretum expands - This is becoming dangerously close to Elf Fortress! ;)
(http://i.imgur.com/HsLGF.png)
3 Broadleaves - Confier - Willow - Cacti - Acacia - Kapok - 2 Dead - Fungiwood - Spore Tree - Bloodthorn - Featherwood - Highwood - Glumprong

If I put the Kapok into tile 255, thats every single slot used up... How about I replace "252 - ⁿ - "Savanna in main map" with the Acacia? They grow on savanna?
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Bloogonis on July 31, 2010, 08:02:28 pm
Sweeeeeeet, I myself am an elf sympathiser so im ok with this... well I squish them if they get out of hand on some worlds. But my favorite one so far had an elf that ate several demons while she lead and succesfuly defended an elf civ from goblin invasions. 5 previous leaders had been burned alive by the first demon she ate, each year before her rule.

Im not using this set yet since I dialed back to 40D(using Beefmo) until a few key bugs get fixed. Are the other sentient races represented in the set yet?

Also, and I might be jumping the gun, But how does glow tile work? and how would it effect the critters you are making?

Edit: did you shrink the bones remains tile?
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on July 31, 2010, 08:04:20 pm
Will these trees render on the Worldmap? That'd look awesome.

p.s.:
Could tile magic make the "/" look like a sword? Tile magic hilt?

p.p.s:
Today I looked at some 3 year old tilesets I had saved on a backup, and I think those oldschool ones had the best basic iconic design for the "remains" tile. (http://img832.imageshack.us/img832/976/scr1280625058.png)
One bone. One half of one ribcage. Arranged just like that. Of course it could look better, but I think the design is right.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 08:30:31 pm
Are the other sentient races represented in the set yet?

Also, and I might be jumping the gun, But how does glow tile work? and how would it effect the critters you are making?

Edit: did you shrink the bones remains tile?

So far just Dwarves and Goblins.

I'm actually quite the DF modding n00b - Whats a glow tile...? O.o

Yes I did shrink the remains a bit.

Will these trees render on the Worldmap? That'd look awesome.

p.s.:
Could tile magic make the "/" look like a sword? Tile magic hilt?

p.p.s:
Today I looked at some 3 year old tilesets I had saved on a backup, and I think those oldschool ones had the best basic iconic design for the "remains" tile.

If the world map was already showing trees, it will show the new ones. Also if I replace "Savanna" you will get acacias on the world map.

May be able to do some tile magic with the / but its used for a bunch of other things so I dunno :D

I may revisit remains. As I said a few pages back; its such a generic tile I went for minimalist icon instead.

So how about more of a skinny bush for saplings? The current style is more of an iconic seedling?
(http://i.imgur.com/b9OL1.png)
(Sapling on the left obviously.)

Because tree saplings always use black for the background colour and ignore all attempts to do otherwise, I can scatter a few coloured pixels on the alpha channel and it can double for fruit trees?
(http://i.imgur.com/W6g7Q.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on July 31, 2010, 08:31:41 pm
I'm loving those trees.

The willow's sort of growing on me.
I still feel like it could be better, though.

I think lose the spines on the cactus,
and it'll look better. I dunno, though.

Everything else is lovely.



The trees will be on the world map, yeah.
But you'll just see the tops, not the branches.

Tile magic can't be used for weapons, unfortunately.
If we do that, every / will look like a sword. So not so much.

Glow tile just means what that critter looks like in the dark.
It doesn't add a glow effect to the tile or anything...
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 08:48:01 pm
Yeah the willow isnt right, it needs to be more curvy...

The spines of the cacti are set with the background colour, if you change it to black they disappear like magic ;)
(http://i.imgur.com/4ysrT.png)

I am so confused by how different plants handle saplings O.o
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Bloogonis on July 31, 2010, 08:51:53 pm
I was simply wondering if you thought about having animals like wolves become shadowy wolf shapes with bright yellow eyes when my adventurer trips over them at night? Im not sure what extent the glow tile can be used since it is rarely used.

Maybe the willow could use more foliage in front of the trunk? I have a great big willow across from my house (which happens to be on a river named Willow) and they tend to be very full of the danglies. Sooooo many Danglies (sorry its my favorite type of tree)

If the fruit tree idea works well go with that, but the ground is chock full of bushy shapes already and saplings tend to be rather thin and twiggy...

I like the smaller remains tile, it gives me less of a "Them Punk teenage goblins dumped 50 femurs on my lawn" feel.

are you going to use the cactus spines for anything?
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on July 31, 2010, 08:54:40 pm
I think I like the cactus better without them.
So the background layer on that tile might be better suited to...
flowering cacti? Or a smaller one within the bigger one?

I dunno.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on July 31, 2010, 09:06:52 pm
Hmm flowering cacti would be cool but I dont think the game would know what to do with? May be nice to just add the option for flowers though for people modding in new species of cacti?

Doh! ChickenLips already suggested this!

"Either on the existing cactus, or on the suggested one above, possibly make it to allow for little nubs that could be either flowers or fruits if colored, or a standard green cactus if not."

Tah-dah!?
(http://i.imgur.com/aiPrP.png)

Rather large outdoor screenshot:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Thundrim on July 31, 2010, 10:22:24 pm

Anyway, check this out:... it's a gazelle!  (http://i29.tinypic.com/24xhy0g.png)

Fantastic! You nailed it! The Camel is outstanding as well.

Also like that Acacia tree a lot, and the overall organic effort comes along very nicely. And at a breakneck pace, hehe.

---
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: ChickenLips on August 01, 2010, 06:15:17 am
Ooh, very nice.  I like the sapling and the flowering cactus.  Though on the cactus, my first thought is that the green background for it might look a bit too green, in-game when we see them in the desert biomes, but maybe not?  Either way, I like.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on August 01, 2010, 07:37:43 am
That is a good point...

Maybe we should just use the background color for the background, and skip the flowers.


I'll leave that up to WormSlayer. He's doing a wonderful job with his plants.

      ...and here's a mountain goat:   (http://i29.tinypic.com/m74c5f.png)

That screenshot is great. I hereby declare it the screenshot of the day.
However, all it's got are highwoods and willows. Not that they're bad.
I want to see some of the new stuff (like kapoks!) in their habitats.

EDIT: Oh, right. It's winter. Highwoods and willows are the ones that don't die.
So I really want to see that same screenshot, but it mid-autumn!   :o
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on August 01, 2010, 07:56:53 am
Hey, how do you guys draw marmots?
Or groundhogs, or whatever...

They're really small,
and I'm not having good luck.

    (http://i26.tinypic.com/1ysvpf.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Robsoie on August 01, 2010, 08:43:01 am
Very nice, those evil mountain goats, i learned to hate them all
(http://img32.imageshack.us/img32/3900/clipboard01dx.jpg)

;)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 01, 2010, 12:32:07 pm
Goat is good, but maybe try and separate his front legs a bit? Also the shape of the head could use a little tweak - Need to elongate the snout a bit and get the little goatee beard in there :)

(http://animals.nationalgeographic.com/staticfiles/NGS/Shared/StaticFiles/animals/images/primary/mountain-goat.jpg)

Marmots... IDK really... So few pixels... I spent a while looking at photos and this one says "Marmot" to me :P

http://en.academic.ru/pictures/enwiki/77/Marmot-edit1.jpg
(Large image warning)

Wow, getting your head kicked in by mountain goats - what a way to go!

I'll leave the cactus green with optional flowers for now - If the background looks too weird we can change it :)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on August 01, 2010, 12:39:40 pm
Complain complain complain... (http://i30.tinypic.com/b8lpa9.png)

EDIT: Actually, I think I liked the first beard better...
Can you really not see it? Is this one better?




= P

Your turn!

Go fix that willow, or something.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Harmonica on August 01, 2010, 12:47:09 pm
Mmm, I can almost smell the mountain goat intestine biscuits baking already.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: blub-dwarf on August 01, 2010, 12:54:59 pm
hey ironhand :)

could you post both goats in one post?
to see the diference?


and i realy like the trees i makes the upper world lifely :)

Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on August 01, 2010, 01:53:44 pm
I am trying to find a tool that lets you literally draw across the boundary of the edges of a repeating tile and see the repeats change in realtime. Well, I found two at least. Could potentially be useful for repeating tiles like water.

Spoiler (click to show/hide)
http://tilestudio.sourceforge.net/ (http://tilestudio.sourceforge.net/)
Don't get the one on the web page, but get the one from sourceforge.
http://sourceforge.net/projects/tilestudio/files/ (http://sourceforge.net/projects/tilestudio/files/)

Spoiler (click to show/hide)
http://www.texturemaker.com/ (http://www.texturemaker.com/)

Actually, the first one of those is really awesome - try right clicking on the palette. Changes background color. Instant tile-magic editor =)

It will also import DF tilesets and give you every tile in the tile palette below.
Then it will export them again as DF style square tileset, you specify dimension.
Like so:
Spoiler (click to show/hide)

Seems to not like importing certain .bmp encodings, you may have to save as png first.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 01, 2010, 02:30:39 pm
OK Willow is top of the list to remake, I'm just having dinner and catching up on some things :D

My one final moan would be - The horns need to curve back a bit :)

Below-ground also looks a bit different now:
Spoiler (click to show/hide)

Nice finds there Zoal - There is an obscure old feature I use in photoshop to make tiles:

Load up whatever image you want to work on, then from the filter menu, select Other - Offset.

Leave Undefined areas set to "wrap around" and set the horizontal and vertical offset to half the image size. (So if your image is 512x512, you set the offset to 256x256.)

The edges are now seamless and the bits you need to work on are in the middle of the image :D
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on August 01, 2010, 02:36:24 pm
I went searching for the tools specifically out of frustration with finding the Photoshop 'offset' feature to be so weak, as it doesn't let you see the repeat pattern. With the Photoshop offset feature, you "can't see the forest for the trees" if you will. That was my original point about the water tile -- it has to be designed with the repeat in mind, not just the seam. Because an edge seam can look perfect, yet when you tile it N times things are different -- a bunch of hidden patterns emerge. There are cross relations between "right", "up right", and "down left" simultaneously.

For example:
Spoiler (click to show/hide)
Look how long the wavey line here is. It extends across multiple tiles with a diagonal frequency. The idea of that line is more than just a "seam". That's a cross-relation!

You can also see some dark vertical stripes appear, and then easily remove them if it was desired, by making one of the white dots oblique.

-z
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 01, 2010, 02:57:57 pm
Yeah it does have a lot of limitations, I will definitely try both those apps next time I makes some tiles :)

Edit: I'm just having a look at Tile Studio - it's awesome, you should try it out IH :)

Edit 2: Hmm it does not seem to like alpha channels :(
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on August 01, 2010, 03:38:58 pm
The ts.exe on the frontpage updates it to a V3.0 Alpha version which has more features.

Been trying to figure out alpha channel, that's an Achilles heel. I think it just supports using a separate bgcolor.
The code is opensource so it could be added. With all the coders around here, and projects like stonesense etc, perhaps not a stretch.

Edit:  haha, damn bugger, he wrote it in Delphi / Pascal, I can't help there :X
He used PngLib/LPng actually which already has alpha channel support builtin, but didn't utilize it in the UI.
In the package there is even "Blitz3d (RGBA).tsd" exporter template files, so damn

Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 01, 2010, 04:38:58 pm
Oh well, I shall soldier on with photoshop and perhaps use TS for the odd preview and tweak...

Arboretum with new cactus and willow/spore tree, new sapling, fruit trees, tweaked conifer and special trees without a weird line across the foliage:
(http://i.imgur.com/mfe4l.png)

Optional cacti flowers:
(http://i.imgur.com/gYJbt.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Harmonica on August 01, 2010, 06:37:56 pm
Isn't it impossible to make a tiled image seem completely seamless if it's as small as 18X18?

I mean, for the purposes of DF, I haven't had any problems with any of the tiles in this set.

And if you're staring at that much water, you've probably got too much water on your embark (since it's basically useless and only consumes CPU cycles for all the wave formations and stuff).
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 01, 2010, 07:03:50 pm
Taking a break from trees O.o to do a couple of things I've been meaning to get around to for ages:

Picked grass-like plants now appear in a neat sheaf :)
(http://i.imgur.com/RHUBQ.png)
(Same tile as Splints, but the head of the cereal is blacked out. Works pretty well but I dont have a screenshot.)

May also work for quivers if we are ever allowed to change that tile...

On the subject of archery: I'm also thinking of replacing the ( character with a little bow. Looks great in the bowyers workshop:
(http://i.imgur.com/If54M.png)
(I broke DF - All my workshop work-surfaces are now white...)

But not so quite great in the few places its used for text:
(http://i.imgur.com/vo1PM.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: kaluer on August 01, 2010, 11:12:49 pm
I stumbled across this font in the forums and I really like it so far.  However I am having some troubles with the underground stuff.  The link I downloaded is straight from page one (Current version: 7.28.10: 0.46 for DF 0.31.12)

I am getting random mushrooms and things underground instead of walls.

(http://i.imgur.com/w1hnW.png)

Not sure if that is normal or something weird is happening.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 01, 2010, 11:26:00 pm
Is that a fresh install or an existing game? Looks like you have some raw files from a different tileset or something....
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: kaluer on August 01, 2010, 11:30:33 pm
Is that a fresh install or an existing game? Looks like you have some raw files from a different tileset or something....

It is a complete fresh install.  I downloaded the whole package (game+tileset from page one of this thread).  I attempted a second download and I am getting the same thing.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: kaluer on August 01, 2010, 11:58:54 pm
I got it fixed  :)

Just to let everyone else know what was happening.

I used the tool with the Lazy Newb Pack to remove aquifers.  That in turn edited some of the rock layer values.  So after embarking I downloaded a fresh copy of Ironhand (game and all) and copied over the raw files from the fresh install.  That way I am embarked with no aquifer and have good graphics.

(http://i.imgur.com/xUUdw.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zalminen on August 02, 2010, 03:44:58 am
On the subject of archery: I'm also thinking of replacing the ( character with a little bow.
...
But not so quite great in the few places its used for text:
(http://i.imgur.com/vo1PM.png)

I wouldn't mind, I think it looks pretty cool even there  :)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: ChickenLips on August 02, 2010, 03:54:14 am
Oh no!  My bananas!

(Guess we'll have to use a different tile for those sorts of fruits.  :D )
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on August 02, 2010, 06:58:45 am
Love the new willow.
LOVE the new highwoods.

You can stop messing with trees. They are perfect.

I love the grass sheaves! We should do something similar:
a bushel full of berries/fruits/mushrooms/roots. /bananas

The bow is cool, too. And eventually that tile won't be used in text anyway.
And that's all it's used for, I think. So you could lean it sideways, or
even make it a couple bows or something, if you wanted to.
Title: Re: Ironhand's Graphics et (making critters!)
Post by: Zoal on August 02, 2010, 08:13:29 am
I need your help & expertise with a little something.

Say that you were making a tilesystem for DF, and it supported two layers:
- A background tile, and a foreground tile.

The foreground tile would be superimposed on top of the background tile, so that objects always display on top of the correct background. *But* you also want to be able to Tile-magic at the same time, because it's useful for a mushroom! The problem is that if you were using the alpha channel for Tile-magic, then you'd be missing the required transparency mask needed to let the Foreground-object properly composite on top of the background object.

How could this be solved, so that both Tile-magic and 2-layers are supported?
One quick idea would be to use "magenta is transparent". But that's not good, for the alpha-mask needs to be antialiased or it won't look good on top of the background. Another idea would be to have a separate "alpha file" which is grayscale, but the "tilesets need 2 files" thing isn't gonna fly.

I'm not asking about how to make this work in present-day-DF, so any idea is good.
How do other games do it?

-z
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 02, 2010, 08:58:30 am
If I was designing the graphics system from scratch, I would say forget about tile magic as we know it and just have 1 or 2 images with alpha - one for background, one for foreground. Maybe even a 3rd one  for "glow tile" type effects.

These would then of course be nicely composited over the actual world background tile, be it grass or rough stone floor.

Anyway, the way the current tiles work, if you draw something in bright green, then set the tile colour to bright red - the green bits disappear.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on August 02, 2010, 09:31:29 am
Using two images wouldn't disrupt your workflow as an artist? Exporting and editing would be more complex in photoshop -- is there some way to work it?
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 02, 2010, 09:55:17 am
I'm already kind of working like that. The trees for example; I'm rendering the leaves and trunk separately which makes putting just the trunks on the alpha channel a lot easier.

Rough example of what I mean about using colour to have a 3rd tile magic configuration: (http://i.imgur.com/oEkyN.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: soul4hdwn on August 02, 2010, 10:25:10 am
how about for the bow (before the text can be separated) have the string be the part that "disappears" on off usage.  or was that was was already going on? just sorta putting idea/fix in mind is all
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 02, 2010, 11:05:42 am
Unfortunately ( is one of those tiles where we dont get to choose the colours :(

I've been thinking about tile magic some more; its actually possible to get at least 6 different images from a single tile...

A + B are on the RGB channels, C is on the alpha channel.

(http://i.imgur.com/mbmqS.png)White / White
Red / White
White / Black
Green / White
Green / Black
Red / Black
Black / White

Background colour could be anything, I just used white here. In fact, you could do the same Red/Green thing with whatever is drawn using the background colour, and there is also the blue channel - so potentially a lot more than 6 combinations?

Update: Or of course you could just put a totally different image on each red, green, blue and alpha channel:
(http://i.imgur.com/8WbfE.png)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on August 02, 2010, 03:57:18 pm
hax
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on August 02, 2010, 06:01:23 pm
This whole alpha vs. color vs. RGB layer thing is extraordinarily cool.
It's also a new concept to me. I've been doing it all the hard way every time.

This is at least fifteen completely distinct kinds of awesome.

This is going to expand me tile-creating potential significantly.

Looking forward to playing with it.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: keda on August 02, 2010, 06:02:35 pm
woot... taking tile magic to a whole new lever there wormslayer :D
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: keda on August 02, 2010, 06:13:07 pm
apparently you can make 15 of them :)
1 red black A
2 green black B
3 blue black C
4 cyan black BC
5 yellow black AB
6 magenta black AC
7 white black ABC
8 red white AD
9 green white BD
10 blue white CD
11 cyan white BCD
12 yellow white ABD
13 magenta white ACD
14 white white ABCD
15 black white D
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Maldevious on August 02, 2010, 06:18:50 pm
If I understand this correctly... wow. That opens up a lot of options, there.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 02, 2010, 07:12:38 pm
Yeah it's a bit weird but the more I think about it, the more possibilities occur :D

It may even have some use in situations where DF doesnt allow us to specify colour but always uses specific colours for certain things / states of things....

You are correct Keda - I just couldnt be bothered to make any more charts :D
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Bandages on August 02, 2010, 08:38:07 pm
With the alpha stuff, could you make the crates in the underground look like rocks? :p
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on August 02, 2010, 09:11:05 pm
I'm not sure.

I feel like none of this stuff is gonna work quite right
unless I go back to using pure red, green and blue in the color scheme...

Or am I misunderstanding how this works?
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 02, 2010, 09:38:22 pm
Pretty sure we cant do anything about the underground crates :( - Go and vote for Full Graphics support (http://www.bay12forums.com/smf/eternal_voting.php)? ;)

I dont think you are misunderstanding - It's cool but yeah things have to be pure tones to completely mask out so it really only has very specific uses for us unless we redo the whole tileset to use single colour tiles.

May be good for vermin? Quick example - Spider-Frog-Fish:
(http://i.imgur.com/lRkzg.png)
Not suggesting that actual combination, but that sort of thing - maybe just more optional parts to turn on and off :)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Zoal on August 02, 2010, 09:48:44 pm
Big tiles which can be represented in grayscale, and don't require a background pattern- such as a cage or a crate or a bed, can have arbitrary colored objects hidden behind them.

Inversely, any tile that can be represented as a colored thing, can have a "big" object hidden behind them in the alpha channel.

The reason I say big is cause then it's not sacrificing the tileset's overall technique of drawing the floor pattern behind stuff.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Igfig on August 02, 2010, 10:17:20 pm
Wow. Love the new trees, especially the specials and the fungiwood.  The dead trees do look just a tad flat, though.  Maybe if some of the branches were darker than the others?

I was simply wondering if you thought about having animals like wolves become shadowy wolf shapes with bright yellow eyes when my adventurer trips over them at night? Im not sure what extent the glow tile can be used since it is rarely used.
This would be pretty cool.  I don't think " is used much anymore, so it'd probably be easy to make it slightly more eyelike and add an indistinct dark shape behind it.  And same for ' , I guess.

Your new advanced Tile Magic would be perfect for remains.  White remains could look like bones, red ones could look like meat, and so on.  Also on ~ and the other pool-of-liquid tile, so that a large body of water can be a continuous expanse, but a pool of blood can get away with not filling the square completely.  You could also use the technique with the spiderweb/rough gem/olivine door tile, maybe?
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Acanthus117 on August 02, 2010, 10:19:04 pm
Oooooooh.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Thundrim on August 03, 2010, 01:38:39 am
Voted for full graphics support, per suggestion, and it's doing well. But had to put three votes down. Bars/Pubs/Taverns had very few votes, so had to help that worthy cause. And Lighting, heating, cooling, ventilation. Should be glowing gems down there, eternal darkness is so depressing.  :P

The underground crates must surely be buried Pirate Treasure. The trick is to locate them, they function a bit like those gold pots at the end of the rainbow apparently. Arrr!

---

Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Harmonica on August 03, 2010, 06:21:31 am
Haha, yeah that's a nice way of looking at them.

The tile magic on the last page is potentially awesome. Hell, more like tile science! Just remember, with great power comes great responsibility. Don't go opening up an interdimensional portal to hell you guys :/ (or at least wait until I play bit more DF first)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: McBeer on August 03, 2010, 07:58:24 am
Hello.
I feel excited by last posts here and in "Tile Magic" thread.

Quote
Update: Or of course you could just put a totally different image on each red, green, blue and alpha channel:

These words made me registering(again..).

So, what's this all about:
Basically, i'd like to know how can i learn TileMagic basics, i mean, i am reading about it, but there's no example to figure out how to do this.

(http://i41.tinypic.com/otzo00.png)
(http://i41.tinypic.com/rupf2u.png)
(http://i42.tinypic.com/2432atx.png)

i can see this:
(http://i43.tinypic.com/abt1j9.png)
but i don't get it.
what's exactly determining mouth color on this pic?

Main reason:
I am using Genesis set with modded Ironmagic tileset;
i am experiencing one color trees without brown trunks, and small variety of plants visuals.
I'd like to fiddle with colors a bit.
You know, i could wait for next releases, but i'd like to learn.

Further idea:
I made small mod for myself - Plant(er)s.
Idea is simple - i made 9 types 1x1 workshops without REACTIONS with assigned plant tile gfx for each one.
Here's what i do have now:

(http://i25.tinypic.com/sw4rup.jpg)

in action(with few workshops from Genesis which made Planters idea born):
(http://i29.tinypic.com/2vk108w.jpg)

(http://i29.tinypic.com/ofvnll.jpg)

Now - is this possible to visualize plants in PLANTERs  with actual TileMagic methods(plant - foreground, planter in background)?

Also - this is why i need to learn your method:
(http://i42.tinypic.com/2432atx.png)
It would be crucial for planters variety.

Another question:
Can i group all plants "workshops" under its own menu(you know, workshops, furnaces, PLANTERS)?

upd: i should post it in "Tile Magic" thread rather, than here..
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Harmonica on August 03, 2010, 08:09:33 am
I admire your dedication towards dwarven aesthetics.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: McBeer on August 03, 2010, 08:32:10 am
I admire your dedication towards dwarven aesthetics.

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

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

I will make release after mod's done, for now, i would like to add variety to colors of plants(wondering HOW).
I need to know, if submenu/container for all of these "workshops" (i.e. Garden) is possible in workshops menu..(to prevent menu cluttering, if there were dozens of "garden tiles").
upd: Actually, i realized i can make planters...not-passable, and not-passable GRATES "workshops" imitating..FENCES.
oh DAMN.
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Ironhand on August 03, 2010, 08:35:50 am
That is beautiful! Very cool idea!

I don't know how custom workshops work, though.
If you can choose your own background color, though,
that's the way you should do it. If it's anything like the
plant designations, it'll look something like [foreground:background:brightness].

Maybe we can get Deon in here to answer that question better.


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



Also, I LOVE the idea of using advanced tile magic for remains. That is very cool.
And for liquid, too. Maybe not blood because that's also magma, but definitely for barf.

= D

This is exciting!
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: keda on August 03, 2010, 08:43:52 am
Neat idea McBeer

The tile magic basically goes like this:

You have 4 channels in your image, 3 colour channels (red, blue, green) and one alpha channel (determines transparency)
But in DF, the alpha channel determines the intensity of the background colour to be used, while the colour channels determine the intensity of the foreground colour, however this is done per channel, so if you leave out a colour in the foreground say blue (which will result in yellow, its negative) then the blue channel in the image is ignored. Check this page for how the colours add up: http://en.wikipedia.org/wiki/Additive_color
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: McBeer on August 03, 2010, 09:11:03 am
Thanks, guys!

sorry for cluttering thread, if someone would like to help me a bit, here's post:
http://www.bay12forums.com/smf/index.php?topic=63092.0

Of course, everything i make is yours, if i succedeed..
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: WormSlayer on August 03, 2010, 12:19:48 pm
Love that range of mushrooms McBeer - I'm going to have to start installing some mods! :)
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: Harmonica on August 03, 2010, 12:21:34 pm
Godspeed you beautiful crazy gardening person.
Title: Re: Ironhand's Graphics Set (don't get too excited just yet...)
Post by: Ironhand on August 03, 2010, 07:58:03 pm
Don't get too excited just yet, but we have some EPIC plans for the next release.

It will be WORTHY of the name 0.50.

Here's what I just posted on the OP:

Wolves! Ice wolves,
[war] mandrills!
camels, goats...

more animals pending

All those EPIC new trees by WormSlayer!

PLUS, we're waiting for the text separation
that's supposed to be in the next Toady release,
which will let us separate out all kinds of cool stuff,
including

Water/magma will be differentiated by depth!
Blood/vomit/mud splats will be a brand new tile!
Bins/stairs/floodgates/etc/etc will be a new (bin) tile!
Supports, glass doors, zzzs for sleeping, os for workshops,
ns and stuff for world maps, COFFINS (finally!), and more!

It'll also have Phoebus' savegame updater,
and a folder icon to make it all pretty. = D


---

Anyway, this means we're waiting until Toady gives us all those lovely
new features which will make this possible. That means you'll all have to
wait maybe a few days or maybe more like a week until the next official release.

It'll be totally worth it.

This will be the best one yet!
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Zulithe on August 03, 2010, 09:11:15 pm
Really excited. :) Thanks!
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Vince on August 04, 2010, 01:49:37 am
I can't handle the awesome!
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: DFa4_anon on August 04, 2010, 01:59:16 am
Hey dorfs! I thought that our fortress is need cool fresh goods for our legendary craftdwarfs like Ironhand..
And I fell into strange mood and and went to rob the caravans!!

(http://img85.imageshack.us/img85/5443/corovan.jpg)

Robbery is sucsess!
All new stuff is already delivered to our fortress into Ironhand's workshop!


Zoomed preview of robbed caravan:
Spoiler (click to show/hide)

Original.
Spoiler (click to show/hide)

SO MANY COOL STUFF FOR OUR FORTRESS!! Craftdwarfs can now create their new masterpieces.
 I feel myself as legendary robber of caravans now.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Vince on August 04, 2010, 03:23:09 am
I like the floor tiles, but we must be careful not to mix styles too much.
The bag under the bed, SW from the chest under the dogs (gah xD) is awesome!
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: pugi on August 04, 2010, 03:30:09 am
Hey, i love the awesomeness of this graphics set, but i want to make a suggestion for the wolf. I think it would look much better with it's head held low like this (http://www.graphicshunt.com/wallpapers/images/wolf_in_the_snow-1279.htm) or this (http://www.naturfoto-cz.de/wolf-foto-7663.html).
A wolf isn't howling all the time...

Also all the characters are shifted too high and left in your clean set, most noticeable with the "l", whose top is inside the "\" tile. And the characters in the glowing tileset aren't arranged perfectly too, as already noted.

I recommend laying a 18x18 grid over your tileset when editing it, whch is an easy to enable function in gimp/photoshop and you can immediately see when a tile is clipping these gridlines.


Keep up the good work :)
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Vince on August 04, 2010, 03:44:36 am
Also all the characters are shifted too high and left in your clean set, most noticeable with the "l", whose top is inside the "\" tile. And the characters in the glowing tileset aren't arranged perfectly too, as already noted.

I already mentioned that, the fonts are getting outsourced anyway in the next version, so there is no need to fix it. :)
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Zulithe on August 04, 2010, 04:16:01 am
Where are you guys getting this information about the fonts being seperated? I can't find the bug # on that. Is there a thread?

Still this is a really exciting development for anyone who likes custom graphics sets! The current system is very insufficient.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Baughn on August 04, 2010, 04:20:16 am
I should probably point out that, although the code is in there and you'll (hopefully) be able to test it, truetype rendering won't be on by default in the next release and it'll also only work in PRINT_MODE:2D.

I've still got a fair bit of work left to do, some of which can only be done once it's compiled with DF.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Sean Mirrsen on August 04, 2010, 05:04:00 am
Why only in 2D though?
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Zulithe on August 04, 2010, 05:57:26 am
Thanks Baughn! Good luck with your progress.

Hmm. So Ironhand... in light of Baughn's comment above, maybe we can get a 0.47 to tide us over? :P
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Ironhand on August 04, 2010, 06:23:25 am
Yeah, I think we can make that happen.

I will work on it tomorrow. Or maybe even tonight. We'll see.
I need to fix wolves and mountain goats and I'll package it up.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Baughn on August 04, 2010, 06:35:39 am
Why only in 2D though?
Because it's easy. Rendering the same text via OpenGL has all kinds of possible performance/memory tradeoffs, and I can't decide which is best without seeing it in action.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Vince on August 04, 2010, 07:04:47 am
Because it's easy. Rendering the same text via OpenGL has all kinds of possible performance/memory tradeoffs, and I can't decide which is best without seeing it in action.

I implemented truetype text display with freetype2 and ftgl lately, it's pretty performant with bitmapfonts, as long as it's not some UTF-16 glyph or something (they are not pre-generated and have to be loaded/generated at runtime).
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: carebear on August 04, 2010, 09:09:41 am
I'm psyching!
Title: Re: Ironhand's Graphics Set (making critters!)
Post by: McBeer on August 04, 2010, 09:13:40 am
Godspeed you beautiful crazy gardening person.
Thanks!

Quote
All those EPIC new trees by WormSlayer!
fabulous!

Quote
Water/magma will be differentiated by depth!
Blood/vomit/mud splats will be a brand new tile!
Bins/stairs/floodgates/etc/etc will be a new (bin) tile!
Supports, glass doors, zzzs for sleeping, os for workshops,
ns and stuff for world maps, COFFINS (finally!), and more!

let me second what Vince said:
http://img39.imageshack.us/img39/1131/1279779921406.png
Title: Re: Ironhand's Graphics Set (bushels of goodies!)
Post by: Ironhand on August 04, 2010, 06:42:23 pm
No longer will dwarves be forced to carry around huge piles of strawberries and quarry bush leaves in their arms!!!

(http://i38.tinypic.com/2qbd6q9.png)

I present to you all: BUSHELS. Plus WormSlayer's sheaves.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Thundrim on August 04, 2010, 06:55:11 pm
Bushels! Viva La Revolution! Or maybe evolution. Didn't see that one coming, heh.

---
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 04, 2010, 07:24:45 pm
SURPRISE! (http://dffd.wimbli.com/file.php?id=2511)


Mandrills!
War mandrills!!

Gazelles, camels, wolves, mountain goats, marmots...

Plants and trees have had a complete makeover!
They are so awesome.

Also, harvested plants are stored in bushels and sheaves.

Loads of minor fixes and adjustments.


---


Hopefully that'll tide you all over until 0.50.
Which is going to be AWESOME.

By the way.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 04, 2010, 07:33:23 pm
How many tiles have you made so far? How many are there total? I remember you said 400 total or something... something like that... but I don't remember the exact number.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Rebirthocool on August 04, 2010, 07:38:04 pm
Sweet! this new release is exactly what im looking for! thanks!
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 04, 2010, 07:38:38 pm
Glad to hear it!

Cheesey: Are you asking tiles or sprites?

There are 256 tiles,
and it's not so much a matter of how many we have,
but rather a question of how many more times we'll change them.

There is a tile in every spot. But they are always prone to change.

As for the critter sprites, there are hundreds and hundreds.
And if I ever get done with those, there will always be more.
I've said I might take a look at some mods, or something.
I dunno. That is all a very very very long way off.

I assume the reason you're asking is so you can get a sense for whether
0.50 actually means half-way.

It probably does not.

We might very well get to version 1.0 with a good stack of stuff undone.
But I hope to be completely happy with the tileset and most of the dwarves by then.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 04, 2010, 07:49:26 pm
Sprites, I meant. I thought there were only a limited amount? Some creatures, and the baby/zombie/skeleton versions of each... yeah, mods could add a lot.
I'm asking because I'm wondering how far we are from a true unique Ironhand set, where every tile used is made completely from scratch by either Ironhand or Worm Slayer.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 04, 2010, 08:07:20 pm
We are pretty far from that yet.

There are a LOT of sprites.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 04, 2010, 08:11:36 pm
Yeah... :(
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: WormSlayer on August 04, 2010, 08:41:36 pm
Sprites, I meant. I thought there were only a limited amount? Some creatures, and the baby/zombie/skeleton versions of each... yeah, mods could add a lot.
I'm asking because I'm wondering how far we are from a true unique Ironhand set, where every tile used is made completely from scratch by either Ironhand or Worm Slayer.

Completion is kind of hard to define for this project... As long as Toady keeps adding new stuff and (hopefully) more graphics support, the list of stuff we have to make expands... I just counted, and in the tilesheet your playing on right now there are 67 tiles I made from scratch. I do plan on eventually replacing all the ones we borrowed from other people sets, as I said before; not because I hate them, but because I have crazy OCD like that >.o

But yeah the main tile sheet is only the tip of the iceberg - So many creatures... IH will be an old man like me before he finishes! ;)

Good call on the bushels though, that was on my to-do list for planty things! They are awesome, but (as always :P) I have one tiny crit; The vertical wickerwork is slightly more visible than the horizontal - It makes me think of little cupcakes with the wrinkled greaseproof paper (http://englishmum.com/wp-content/uploads/2009/10/Meringue-muffin.JPG)? :)

Downloading new version now :D
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Acanthus117 on August 04, 2010, 08:44:58 pm
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 04, 2010, 08:57:54 pm
I wasn't really going for a woven basket, if that's what you mean.

It's more of like... a half a barrel.
Bushels a la google (http://www.google.com/images?q=bushel&um=1&ie=UTF-8&source=og&sa=N&hl=en&tab=wi&biw=1280&bih=671).
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: WormSlayer on August 04, 2010, 09:38:27 pm
Not sure why I have such a basket-like mental image...

Such a useful tile though - Could be a bushel of pretty much anything with the right colours :D

Like Dimple Cups or Plump Helmets? ;)
(http://i.imgur.com/74tFR.png)
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: McBeer on August 04, 2010, 10:09:41 pm
Quote
Could be a bushel of pretty much anything

.. laundry basket?

hm, could someone tell me, if theres any way for making laundry-workshop?
I mean, you know, way of making place for..cleaning bloodstained clothes, etc?

btw, i admire that new quiver, plants 'n trees, and generally, everything(water!).
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 04, 2010, 10:19:00 pm
Not sure why I have such a basket-like mental image...
I think it's because in this tile format, the bottom is rounded, like a basket, or an upside-down dome, while an actual bushel has an edge, like a upside-down conic frustum.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Dearnen on August 04, 2010, 10:46:38 pm
I've gotta say, I'm now hungry for cupcakes.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: pugi on August 04, 2010, 11:55:57 pm
I still don't like the constantly howling wolves :(
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Solace on August 05, 2010, 02:47:51 am
Well he's got a small box to maximize the use of the space of; if he moves the head down and forward he'll have to shrink the whole wolf, and have a big empty band on the top. Living things aren't really box-shaped (which is the problem with mutisquare creatures, too).
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Urist McFail on August 05, 2010, 03:44:18 am
Are those new water tiles I see?! they look swell haha
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 05, 2010, 08:14:54 am
Cool. That water is just meant to be temporary, but I'm glad you like it.
Me'n Wormy have some pretty epic plans for water and such for 0.50.

Yeah, I'm not happy with the wolf yet either. I will re-do it eventually.

I thought of using bushels for harvesting mushrooms as well,
but they're just so pretty that I left them the way they are.
But maybe it makes more sense to harvest everything the same way.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: blub-dwarf on August 05, 2010, 08:40:17 am
hej,

one question about walls
is it posible too give them a 3d look? or would this look bad?
like this? http://www.g4g.it/download/thumbnail/Dwarf_fortress_graph_02.jpg
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: McBeer on August 05, 2010, 08:43:45 am
thus possible, 3d is wrong.
tak myślę.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Zoal on August 05, 2010, 09:25:20 am
small thing:

Weapon-rack doesn't match the artstyle of the rest of the tileset.
Put it next to a Table, and a Well, you'll see what I mean.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: WormSlayer on August 05, 2010, 09:41:44 am
one question about walls
is it posible too give them a 3d look? or would this look bad?

It's totally possible, it just doesnt seem like a very popular way of displaying the walls.


Weapon-rack doesn't match the artstyle of the rest of the tileset.
Put it next to a Table, and a Well, you'll see what I mean.

I made them both so the style should be fairly similar - You mean the angle they are drawn at? The whole set is a mix of perspective, top-down and side views :F

Also: Fruit Trees?
(http://i.imgur.com/pqfzB.png)
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 05, 2010, 10:05:15 am
Cute.

I think you're cheating with those colors, though.
You've got green, brown, grey and a variable fruit color.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Maldevious on August 05, 2010, 11:12:50 am
Even if it is temporary, I also really like the way that the water looks in .47. Also, any chance of getting a giant eagle sprite (for my own selfish purposes).
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: WormSlayer on August 05, 2010, 11:13:03 am
31337 hax :P

Actually - same trick as the vine/berry tile - If you use white as the tile foreground colour, you can show a full range of RGB colours and still have background free for whatever :)

Though it seems to me that the wiki on colour is wrong and you cant always have bright foreground and background... I'm still a bit confused about this though... :D

On the subject of the vine/berry tile, I had a go at remaking it. Does this look better?
(http://i.imgur.com/uOCSD.png)
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Deltaway on August 05, 2010, 12:23:13 pm
Personally, I really like them. They look more clumped up; they're less flattened and attached to the edges of the tile than the previous berry shrubs.

Also, that water is gorgeous.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Aalto on August 05, 2010, 12:27:17 pm
Am I the only one really bothered by the current soil tiles? If not, any chance we could see some improvements on those in the near future?
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Vince on August 05, 2010, 01:00:11 pm
The new vines are better than the old ones - though I still don't like the ones in the middle.
The aren't "defined" enough, they look more like barf than like vines to me, sorry.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Alcoholic on August 05, 2010, 02:40:01 pm
When they change the letter tiles to a separate tile, Would it be possible changing the tiles on dead creatures? Example, Instead of a dead goblin being the letter " g ". It could be say a bloody or ripped up goblin tile.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 05, 2010, 02:57:05 pm
Yeah, we've been bouncing that idea back and forth for a while.

The only big problem with it is that then goats and gremlins and groundhogs use that tile too.
And also, goblins (and goats and gremlins and groundhogs) use that tile when they're caged as well.

Still, we're considering a couple workarounds. One being re-mapping all the default creature tiles (blarg)
to sort them by appearance rather than letters. So all the humanoids would use one tile for their dead/caged,
and all the equine or camelid creatures could share a tile, etc. It would be a lot of work. But it would be very cool.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 05, 2010, 03:00:05 pm
What about a bloody and ripped-up "g"?
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Alcoholic on August 05, 2010, 03:04:53 pm
What about a bloody and ripped-up "g"?

Now were talking!  :P
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 05, 2010, 03:09:57 pm
Haha, that is pretty funny... but I'm kinda going for visual realism over iconography.

The more I think about it, the more I like the first idea.
I could carve out some (transparency) wounds from it.
Then when they're in cages, you'll see the creature,
but when they're dead they'll be in a pool of blood.

...I dunno. It might not work. I think I'll give it a shot later, though.

Unless you guys really like the messed up letters idea. That would definitely be easier. = P
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: McBeer on August 05, 2010, 04:46:31 pm
Quote
If you use white as the tile foreground colour, you can show a full range of RGB colours and still have background free for whatever
Could you share any more info about that?
How..full-range...
---
btw, sshot from 0.49 tileset..damn :D
(http://i36.tinypic.com/nee0xw.jpg)
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 05, 2010, 04:53:56 pm
Is the Ironhand upgrade pack compatible with 0.28.181.40d?
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 05, 2010, 07:08:30 pm
Uh... not really.

The tileset would work, I suppose,
but my modified raws wouldn't work.

You'd need to go in and change raws for
minerals and plants and all kinds of stuff.
And the dwarves and creatures might not
all work either, because there are more
creatures than before. You'd just have
to delete all the definitions that aren't
around in 0.28.181.40d. Like all the
new underground critters...
and new dwarf professions.

It would be a lot of work, and it's not worth it for me right now.
But you could probably figure it out for yourself if you wanted to.


Is there a reason you're hesitant to just play 0.31?
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: WormSlayer on August 05, 2010, 07:23:41 pm
Quote
If you use white as the tile foreground colour, you can show a full range of RGB colours and still have background free for whatever
Could you share any more info about that?
How..full-range...

I mean if you use white as the foreground, your tile stays exactly how you drew it with no tint. If you look at the vine/berry bush in the latest tiles thats an example. With that one, I can also set the foreground to green, and the brown stems turn green which is cool :D

Also that custom workshop in your screenshot - The background tile colour changes just the colour of the flask. I seem to remember I also made the spots on the leather pelt use the background colour.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 05, 2010, 07:30:53 pm
Plus all those mushrooms, of course.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 05, 2010, 07:45:35 pm
I've already played 0.31, but I'm playing Halltraded, which doesn't work with the new DF... is there some way to get a graphics pack that works with that?
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 05, 2010, 07:55:39 pm
If you're not willing to do some fiddling with mine,
you're gonna have to go back to one that's already bundled in.

Like Mike's, or Sphr's.

Sorry.
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Cheddarius on August 05, 2010, 08:10:03 pm
Ah, all right. Thanks!
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: flatlander on August 05, 2010, 08:52:54 pm
Wonderful work... I love the new sand tiles, gardens, and water...
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 06, 2010, 07:09:52 am
I'm working on a new banner for the OP, and I got sidetracked
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: Ironhand on August 06, 2010, 07:29:45 am
Ta-da!

Spoiler (click to show/hide)

Okay, I'm gonna get back to the real work now.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Sean Mirrsen on August 06, 2010, 07:56:24 am
You should probably think of a single word for the name. Ironworm? Wormhand? Ironslayer?
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Ironhand on August 06, 2010, 09:19:16 am
Eh, I'll probably just keep calling it Ironhand's Graphics Set,
unless WormSlayer wants his name in there too.
People are used to my name on it by now...

I just wanted to give him some credit on the banner.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Thundrim on August 06, 2010, 10:31:26 am
Eh, I'll probably just keep calling it Ironhand's Graphics Set,
unless WormSlayer wants his name in there too.
People are used to my name on it by now...

I just wanted to give him some credit on the banner.

Ironhand is a very striking name, eh? I think most here have an understanding of the inherent dualism of this project by now. And if not, the banner might help out by the looks of it. You guys rock!

---
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Robsoie on August 06, 2010, 10:51:18 am
I have the firm belief that Ironhand and Wormslayer are the same mystical entity from some other plane that duplicated itself to bring such pixel greatness to the internet of that world :tongue:
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Harmonica on August 06, 2010, 12:17:45 pm
All hail them clever pixelly blokes wot did the thing.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Turambar on August 06, 2010, 12:31:31 pm
Ironslayer does have a pretty dwarfy sound to it.
Title: Re: Ironhand's Graphics Set (new font for 0.50!!!)
Post by: Ironhand on August 06, 2010, 01:46:09 pm
Want to see something devastatingly awesome?

Spoiler: Brace yourself (click to show/hide)

I'm thinking a sort of embossing
for the transparency map...

I'll keep you posted.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Cheddarius on August 06, 2010, 02:08:39 pm
Man, I love those shadows! They look much higher-resolution than the tiles really are... 48x48 or whatnot. There's no pixellation at all, it's completely invisible.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Harmonica on August 06, 2010, 02:21:25 pm
Want to see something devastatingly awesome?

Spoiler: Brace yourself (click to show/hide)

I'm thinking a sort of embossing
for the transparency map...

I'll keep you posted.

I like it. I think perhaps it could do with being a bit brighter. Or more sharply anti-aliased. For me it's just a tad too hard to pick out, it might make my eyes hurt if I spent hours reading it.

It seems cleaner than the current font though (which I like, but is a little hard on the eyes at times).
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Zoal on August 06, 2010, 02:26:51 pm
Weapon-rack doesn't match the artstyle of the rest of the tileset.
Put it next to a Table, and a Well, you'll see what I mean.

I made them both so the style should be fairly similar - You mean the angle they are drawn at? The whole set is a mix of perspective, top-down and side views :F

A bit of 3dness would help absolutely.

But also, there's another reason, which is related to something else I've been wondering about bringing up for a while.
I haven't cause I wondered if the following critique is "too rigid, too constrained" and could be No-fun for artists?

If you compare the weapon rack tile to the workshop tiles, the "edge" technique is totally different. The workshop tiles, the flask, and many other things have a dark-edged outline. The Wep-racks have no edges at all, they are just the thin lines for each weapon. Certain things like a table don't need edges, but when you compare the Wep-racks to the Workshop-tool-tiles, they're really similar in concept and yet look so different.

so -- there's many different techniques that can be used and some may look better than others, but the tileset should "kinda pick one and stick to it" -- or at least be conscious of the Chosen-technique and then break-the-rule where appropriate.

I imagine that a professional game art team making a commercial game would do this kinda thing during the design phase, so it seems like a good challenge.

The dwarf tiles use a recurring technique, so thats good.

-z
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: McBeer on August 06, 2010, 02:50:56 pm
Quote
I imagine that a professional game art team making a commercial game would do this kinda thing during the design phase,
This is so fail..
Have you seen ANY commercial game with good pixel art after 1990's?
please..
(sorry, i am drunk, and just launching Atari XL emu).
actually i can see only one: DF with community tiles.
any problems are related to engine of gfx in df, modders are operating on edge of possibilities of engine now.

k, logout, guys.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Cheddarius on August 06, 2010, 03:19:05 pm
Don't drink and post.
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: Zoal on August 06, 2010, 03:33:46 pm
The game "dungeon crawl stone soup" has neat consistency on the edge technique:
*there is none*  haha

Except when for example, an arm is crossed over a body, it uses an outline.

Monsters
Spoiler (click to show/hide)

Items
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (yay new font!)
Post by: Ironhand on August 06, 2010, 04:13:42 pm

It's brighter and crisper than before. I'm quite happy with it.
It doesn't have to stay gold. I can tinge it whatever color you guys want.
Or I can drop it back down to boring old grey like it was before.
Actually, it would probably be brighter that way.
I was just playin'.  = D
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Cheddarius on August 06, 2010, 04:33:02 pm
I like it, but the gold part seems to have a little sort of reddish glow around the edges that is a bit unsettling.
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: s20dan on August 06, 2010, 05:06:19 pm
Ironhand, could you please only include the files that have been changed in the Upgrade version, or a list of files that have been changed?

Cheers.
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Harmonica on August 06, 2010, 05:26:27 pm
Ironhand, to my eyes, the newer golden version of the text is a little hard to focus on. Almost as if it's blurred and lacks a bit of sharpness :/
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Ironhand on August 06, 2010, 05:34:46 pm
Ironhand, could you please only include the files that have been changed in the Upgrade version, or a list of files that have been changed?

Uh... yeah. I can do that.

In the next version, though,
I think no RAW will be safe from
the PURGE that is True Type Font.

Speaking of font...
Spoiler (click to show/hide)

I desaturated the edges so Cheddy will be happy,
but it's still got a little bit of yellow at the bottom,
which I personally think is very awesome.


Check that one out, Harmonica.
Does it still look blurry?   :-\
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: qwert on August 06, 2010, 07:10:36 pm
Could you make the holes in the little e and a slightly bigger? They look... odd when they are just solid black cut-outs like the title of the "Create a Creature" screenie you posted. Maybe even use some transparency on the shadows to make it look engraved when reversed (if it works that way?).
Title: Re: Ironhand's Graphics Set (getting psyched about 0.50!)
Post by: WormSlayer on August 06, 2010, 08:23:40 pm
I like the new logo, it's much more chiselled and dwarfy :)

If you compare the weapon rack tile to the workshop tiles, the "edge" technique is totally different.

Well your the first person to express any opinion on the black outline or not question. As you point out I've been a bit random about where it is used. More consistency will probably creep in as the set matures - It's early days yet :P

Your post didnt really say; do you prefer with or without black outlines?

The game "dungeon crawl stone soup"

So many little items... DF badly needs more graphics support :(
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Dearnen on August 06, 2010, 08:54:20 pm
I really like the new TT font!  Easy to read and looks sweet.  I agree that the "e" needs a slighty bigger hole, though.  Otherwise, pure win!
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: dennislp3 on August 06, 2010, 09:07:12 pm
Im loving the look of the new text! keep up the great work!
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Ironhand on August 06, 2010, 09:08:59 pm
Sweet. That's what I like to hear.

And we're definitely sticking with outlines.
Because that's where all my sprites are at.
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: s20dan on August 06, 2010, 09:15:46 pm
Uh... yeah. I can do that.

In the next version, though,
I think no RAW will be safe from
the PURGE that is True Type Font.

 Thanks, thats a good point though :)

 It will be a big step in the right direction getting the font support.

 And that shaded font is looking really nice, I cant wait to see what it looks like in the game :)
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Shihoudani on August 07, 2010, 01:08:55 am
This may be out of place, though I tried my best to look in the thread before asking this. It's my first time updating from a previous version of the graphics set and I'm not really sure just how too do it? I downloaded just the update, instead of the full package (I downloaded the full package with the last version.) and I'd like to update it with the new set for my current fort. :)
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Vince on August 07, 2010, 03:02:39 am
Speaking of font...
Spoiler (click to show/hide)
Does it still look blurry?   :-\
Yes, sorry. It hurts my eyes. :(
And I prefer gray letters.
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Nabobalis on August 07, 2010, 03:30:01 am
Speaking of font...
Spoiler (click to show/hide)
Does it still look blurry?   :-\
Yes, sorry. It hurts my eyes. :(
And I prefer gray letters.

Yeah it looks kind of blurry to me too. The previous example didn't look blurry to me. I'm sure my eyes suck tbh.
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Ironhand on August 07, 2010, 07:29:33 am
Alright, check this out:
Spoiler (click to show/hide)

It's sharper around the edges,
and there's more space in the es and as.
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Vince on August 07, 2010, 07:45:01 am
Splendid!
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Ironhand on August 07, 2010, 07:55:51 am
Cool!

Here it is in grey, with the original texture overlaid:

Spoiler (click to show/hide)

Better? Worse?
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: Vince on August 07, 2010, 08:35:26 am
Worse, but that may be the texture's noise.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 07, 2010, 09:31:32 am
(http://i38.tinypic.com/149oxn4.png)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: MiniMacker on August 07, 2010, 11:04:14 am
I was about to give you a 'meh' until I saw the depth. It appears my head has gone *a-pop*.
Title: Re: Ironhand's Graphics Set (playing with new fonts for 0.50!)
Post by: dennislp3 on August 07, 2010, 11:19:20 am
Cool!

Here it is in grey, with the original texture overlaid:

Spoiler (click to show/hide)

Better? Worse?

I would say you need to be careful with that because if things have a grey filter over em telling certain things apart from eachother can get hard. A good example would be when sifting through large lists with lots of white and grey words (such as in the description of a character even) because it makes it harder to just look at some things at a glance when they both share a common color base or overlay (grayed over slightly) thus requiring an occasional double take. I personally like the previous (non greyed) one you have about 2 posts up from this one....then again I haven't seen them in action. Either way they are both beautiful

The water/magma is also amazing...
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ounce on August 07, 2010, 11:27:17 am
The textured gray font looks much better. Awesome, in fact!

The water is pretty great too. I love the swirly tiles. Having depth shown visually is also pretty wonderful.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 07, 2010, 12:21:18 pm
I was about to give you a 'meh' until I saw the depth. It appears my head has gone *a-pop*.

Wait until you see it swirling off the edge of a waterfall :D
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Bandages on August 07, 2010, 01:01:24 pm
Dat water.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: dennislp3 on August 07, 2010, 01:18:21 pm
this is by far the best graphics set I have ever seen >.>

just saying...

and the fact that its only like...half done or so? wow
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 07, 2010, 03:22:54 pm
Thanks!

Yeah, it's a work in progress.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 07, 2010, 03:23:30 pm
Looks nice and sharp and readable now :) I prefer the non-textured version myself (but I also liked the font you were using in the current tileset, even though it wasn't as clean and easy to read). Maybe a texture could still work?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 07, 2010, 03:29:05 pm
I'm gonna stick with the shiny one for now (the one that most of you are saying you like).
But the thing about the new version is that we'll be using a completely different sheet for text.
So if I'm right and that's how it's gonna work, you'll be able to switch out the font set
for whichever one you like (some people like Sphr's font, or whatever),
without having to mess with my tileset.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 07, 2010, 04:09:40 pm
If that's true and we're getting two separate sheets, what's stopping them from separating the graphics out even more. Rocks, soil and ground tiles on one sheet, vegetation on another, made objects on a third, and so on..
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 07, 2010, 04:12:38 pm
Because this isn't full graphics support.
Graphics aren't really being segregated out.
Rather, graphics are being separated from text.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Cruxador on August 07, 2010, 05:23:29 pm
I'm gonna stick with the shiny one for now (the one that most of you are saying you like).
But the thing about the new version is that we'll be using a completely different sheet for text.
So if I'm right and that's how it's gonna work, you'll be able to switch out the font set
for whichever one you like (some people like Sphr's font, or whatever),
without having to mess with my tileset.
That's not a super accurate representation of how it's working. It's actually significantly better than that sounds. We are moving away from graphical fonts entirely, and instead will be using TrueType. A .ttf, and not something that's recognizable as a sheet, in the sense that we know it. A whole 'nother kettle of fish for folks that want to make things, with vectors and kerning and all that jazz. Unless that option is disabled in init.txt, of course. But it essentially means that you have all the tiles which were previously used as letters to play around with, and text will be determinable entirely separate from tilesets, and will look better. And it will also enable the switching out of fonts independent of tilesets.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: carebear on August 07, 2010, 05:41:46 pm
That water... DF graphics are going next-gen!
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 07, 2010, 05:54:44 pm
Oh... so I won't actually be using my font after all.

Darn. I spent a lot of time making that. But it's pixel art.
I have no idea how to make vector art or .ttf font files...
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Cruxador on August 07, 2010, 06:07:37 pm
Oh... so I won't actually be using my font after all.

Darn. I spent a lot of time making that. But it's pixel art.
I have no idea how to make vector art or .ttf font files...
I reckon most folks will just want to use an established typeface anyway. I know personally I'm thinking of trying out Baskerville, seeing how that looks.

Of course, there is plenty that can be done with all those now-unused letter and number tiles, not the least of which is implementing that new water you've got without causing problems elsewhere, and that water is looking great. So there's that.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Robsoie on August 07, 2010, 06:09:43 pm
Ironhand, try the excellent and open source Inkscape
http://www.inkscape.org/
Then give a look to this simple tutorial :
http://www.makeuseof.com/tag/convert-images-to-svg-format-with-inkscape/

Works very well to convert bitmap image into vector image
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: McBeer on August 07, 2010, 06:32:54 pm
Quote
We are moving away from graphical fonts entirely
Sorry for asking, but when exactly this may occur?
(i am instantly thinking about this insane vision of having ~30 free-to-use tiles)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Cruxador on August 07, 2010, 06:37:26 pm
Ironhand, try the excellent and open source Inkscape
http://www.inkscape.org/
Then give a look to this simple tutorial :
http://www.makeuseof.com/tag/convert-images-to-svg-format-with-inkscape/

Works very well to convert bitmap image into vector image
That tutorial doesn't account for the effects he'd applied, though.

Quote
We are moving away from graphical fonts entirely
Sorry for asking, but when exactly this may occur?
(i am instantly thinking about this insane vision of having ~30 free-to-use tiles)
The next version, I believe. My understanding is that Baughn's done with it, and thus it will be part of DF the next time Toady does a full compile and gives it to us.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 07, 2010, 07:06:19 pm
Yeah, we've been promised that for the next release.

Which yes, allows us a whole pile of new tilespace.

We're gonna have
corpses for dead animals...
Bins that look like bins...
So much new stuff.
You have no idea.

(probably won't get all of it into 0.50, but there will be a lot)

Also, I just realized. Are these ttfs going to be tile-based?
I'm guessing not, which means they don't have to be
monospaced any more! Which will be very nice, I think.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Zoal on August 07, 2010, 07:16:53 pm
http://fontforge.sourceforge.net/

The new DF is using Freetype2, so it does support bitmap fonts.
You won't have to redraw them on a pixel level, but all your alpha/inversion/etc techniques will need to be redone.
You just need to use a tool like FontForge to make the actual font file.

Look here for a list of the font formats that ft2 supports.
http://www.freetype.org/freetype2/index.html
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 07, 2010, 07:23:13 pm
Also, I just realized. Are these ttfs going to be tile-based?
I'm guessing not, which means they don't have to be
monospaced any more! Which will be very nice, I think.

It's a lot of work to make a vector font - trust me :P

Probably better off just picking a nice one everyone likes and bundling it with the tileset?

Also Baughn posted this teaser screenshot on reddit a few days ago, looks like we wont be limited to fixed-width fonts! :D
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Cruxador on August 07, 2010, 07:29:42 pm
Yeah, we've been promised that for the next release.

Which yes, allows us a whole pile of new tilespace.

We're gonna have
corpses for dead animals...
Bins that look like bins...
So much new stuff.
You have no idea.

(probably won't get all of it into 0.50, but there will be a lot)

Also, I just realized. Are these ttfs going to be tile-based?
I'm guessing not, which means they don't have to be
monospaced any more! Which will be very nice, I think.
You are correct.
http://fontforge.sourceforge.net/

The new DF is using Freetype2, so it does support bitmap fonts.
You won't have to redraw them on a pixel level, but all your alpha/inversion/etc techniques will need to be redone.
You just need to use a tool like FontForge to make the actual font file.

Look here for a list of the font formats that ft2 supports.
http://www.freetype.org/freetype2/index.html
Just because Freetype 2 supports something does not mean that DF will be able to utilize that support. Baughn has only talked about TrueType fonts, and thus I strongly suspect we will only be able to use TrueType fonts. It's entirely possible that this is not the case, of course, but I suspect that if we have access to a wider variation of filetypes, we would know about it. Unless you have some information here that I don't?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: McBeer on August 07, 2010, 07:32:11 pm
Quote
Also Baughn posted this teaser screenshot
..jawdrop(if what do i see means potentially method for more space for text in i.e. trade window, etc FINALLY).

Quote
and thus I strongly suspect we will only be able to use TrueType fonts
Basically it means VERY simple support for dozens thousands of fonts and it's GREAT(from end-user perspective, of course, i can understand Ironhand POV(making TTF's is just ennerving...).
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 07, 2010, 08:03:25 pm
Right now, it's hardcoded to read data/art/font.ttf. You may be able to stick a non-ttf file there (but named font.ttf) and have it work, though; that depends on exactly how freetype2 does its font parsing.

I realize that's not ideal, of course, and it's probable that I'll get around to explicitly naming the file in init.txt instead. Either way, you'll be able to use non-truetype fonts if that's what you want; anything freetype2 supports should be good.

On a more serious note, I'm going to have to stress again that this code will not work properly in the next version. It'll default to off, for good reason; there are going to be hundreds of glitches, I can almost guarantee it. The one after that, it might be reasonable to play with it; the next one, only so you can test new ascii-less tilesets.


Oh. Also, I love that water. How would you like to be able to animate it?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Zoal on August 07, 2010, 08:03:59 pm
Just because Freetype 2 supports something does not mean that DF will be able to utilize that support. Baughn has only talked about TrueType fonts, and thus I strongly suspect we will only be able to use TrueType fonts.

Well actually it does mean that. The different formats are supported by default, abstracted from the programmer. That's part of the point of the library.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 07, 2010, 08:06:25 pm
Nonedit: Yep, I'm also altering the text-sizing functions, so a proportional font means you get more text into the same horizontal space, not more blank space to the right.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: KillHour on August 07, 2010, 08:26:06 pm
Oh. Also, I love that water. How would you like to be able to animate it?

If you can make water animate in a way that logically shows flow direction, my brain will liquify.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 07, 2010, 09:03:19 pm
That would be neat!

But no.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 07, 2010, 09:56:35 pm
Oh. Also, I love that water. How would you like to be able to animate it?

Are you teasing us with some sort of animated png support? :F

If you can make water animate in a way that logically shows flow direction, my brain will liquify.

If we switch over to using the "number for water" thing with tiles it looks really, really nice in places where the water level is changing. The downside is that rivers lose the nice flowing colour animation along their length.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Cruxador on August 07, 2010, 10:43:06 pm
Oh. Also, I love that water. How would you like to be able to animate it?

If you can make water animate in a way that logically shows flow direction, my brain will liquify.
Man, water doesn't even do that in real life most of the time.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Cheddarius on August 07, 2010, 11:04:09 pm
Man, water doesn't even do that in real life most of the time.
Neither does water come with gigantic marks saying "7" and "6" and such; however, it is included. It's not reality that matters, it's making the game enjoyable.

That being said, I don't think it's possible for a graphics set to show flow direction. That would require a change in the game itself, not just the graphics.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Urist McFail on August 08, 2010, 03:01:17 am
showing flow could be done using wavey lines, as Ironhand has done, with small little arrow heads.

Of course, the coding would need to be there initially to indicate which direction water is flowing for each tile, either that or just some kind of pointer in the code, like a compass cardinal point that indicates the source direction of water, and for spreading water like that in new channels or pumped across a dry floor, it would need to inherit the parent tiles direction and compare it to the direction it is moving and change as relevant.

But yeah, just by creating the tiles will not accurately show flow unless it is coded into the game.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Wavecutter on August 08, 2010, 06:06:12 am
I go away for a few days and return to mega awesome. Keep up the good work.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: McBeer on August 08, 2010, 06:28:26 am
Quote
Nonedit: Yep, I'm also altering the text-sizing functions, so a proportional font means you get more text into the same horizontal space, not more blank space to the right.

Hello, narrow FONTS! Oh Armok, i can hardly WAIT.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 08, 2010, 06:55:45 am
I'm going to have to stress again that this code will not work properly in the next version.

Well, then what are you doing lazing around here? Hop to it!  :P

Oh. Also, I love that water. How would you like to be able to animate it?

Nah. I'd rather have more tile separations.
The big problem ones for me are ~, ≈, and X.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Vince on August 08, 2010, 08:06:09 am
I'd LOVE to have animated tiles/creature graphics in general!
Two-step animated dwarves would be hilarious to watch, especially when paused and forwarding time only with the . key (like I do in battles sometimes).
And you could make gems sparkle a bit. Or an animated fly-swarm. Or...
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Zoal on August 08, 2010, 09:01:43 am
Animated tiles can be implemented so that the artist only has to use one single tile entry. You would not have to "use up" N tiles to make something which is animated.

Because the actual rendering is not the problem. The problem is that Toady is only providing enough information to specify "index 114". What the renderer chooses to do with that index is another story. It could cycle through four frames representing "index 114". The tileset could even be four .pngs, one for each frame.

Of course, that index could be ambiguous, like in the case of the spiderweb/currency tile. And you could not use this ability to cheat and get more actual unique tile entries, cause we're still stuck with the original tileset index #'s coming from Toady.

I just mean to say: There could be a shimmering animated coin, but it would have to be a shimmering/animated web as well.

-z
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Solace on August 08, 2010, 01:19:36 pm
If you had an animated image, and could get it to stop on whatever image you'd prefer, that would get you the option to choose between different images in a list. Probably won't be possible, but then again we haven't seen how it works yet. :P
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: keda on August 08, 2010, 02:26:45 pm
Nonedit: Yep, I'm also altering the text-sizing functions, so a proportional font means you get more text into the same horizontal space, not more blank space to the right.
wow... :o Does this mean the 80 tile lower bound can be trashed too so we can make bigger tiles without needing huge screens? :D
Title: Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
Post by: ChickenLips on August 08, 2010, 02:38:59 pm
Been busy for a week or so, and have only just now gotten the chance to really take a look at 0.47 -- looking awesome!  I like the water a lot too.  I'm just amazed at what you guys have done.

Speaking specifically about the bushel, it's great, appropriate and fills in a very needed gap, but I have a wee complaint: I really liked that little low, squat plant thing it replaced (161), and found it extraordinarily useful for representing a variety of plants.  Is there any way to either put it back in, either as a different tile number, or as 161 with the basket moved to a different tile number?

Not sure why I have such a basket-like mental image...

Such a useful tile though - Could be a bushel of pretty much anything with the right colours :D

Like Dimple Cups or Plump Helmets? ;)
(http://i.imgur.com/74tFR.png)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 08, 2010, 03:21:11 pm
Yeah, I want to put something like that back in.
I liked the concept, but it wasn't very good.

So I'll make you a better one!
Unless WormSlayer beats me to it.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 08, 2010, 03:28:29 pm
Nonedit: Yep, I'm also altering the text-sizing functions, so a proportional font means you get more text into the same horizontal space, not more blank space to the right.
wow... :o Does this mean the 80 tile lower bound can be trashed too so we can make bigger tiles without needing huge screens? :D
Not just yet. It's something Toady has shown a little interest in doing (though not in quite those words), but I very much doubt it'll happen anytime soon. Eventually, though.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 08, 2010, 10:20:51 pm
Yeah, I want to put something like that back in.
I liked the concept, but it wasn't very good.

So I'll make you a better one!
Unless WormSlayer beats me to it.

More/shinier plants are up on my list of stuff to do but I've been a bit side-tracked with boring real-world stuff like work :(
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: ungulateman on August 08, 2010, 10:38:50 pm
I've made a couple of alterations to some of the sprites, which I don't have on my current computer, but will try to post soon. I've given the weaponsmith a dagger, the armorsmith a shield, and changed the elf's weapons to be all wood.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Bloogonis on August 09, 2010, 12:30:38 am
I'd LOVE to have animated tiles/creature graphics in general!
Two-step animated dwarves would be hilarious to watch, especially when paused and forwarding time only with the . key (like I do in battles sometimes).
And you could make gems sparkle a bit. Or an animated fly-swarm. Or...
couldn't this already be done with the [alt tile] tag? it gives purring maggots an animation.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Artanis00 on August 09, 2010, 01:06:27 am
Animated tiles can be implemented so that the artist only has to use one single tile entry. You would not have to "use up" N tiles to make something which is animated.

Because the actual rendering is not the problem. The problem is that Toady is only providing enough information to specify "index 114". What the renderer chooses to do with that index is another story. It could cycle through four frames representing "index 114". The tileset could even be four .pngs, one for each frame.

Of course, that index could be ambiguous, like in the case of the spiderweb/currency tile. And you could not use this ability to cheat and get more actual unique tile entries, cause we're still stuck with the original tileset index #'s coming from Toady.

I just mean to say: There could be a shimmering animated coin, but it would have to be a shimmering/animated web as well.

-z

You could probably pull something off with color cycling (http://en.wikipedia.org/wiki/Color_cycling). The channel magic that has been done in this thread for various tiles reminded me of it, but for crude animation you just need a way to cycle through colors rather than cycle through frames.

http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: dyze on August 09, 2010, 10:40:30 am
http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5

some insane art in that demo! love that era of graphics..
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: McBeer on August 09, 2010, 11:40:17 am
Quote
http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5

Holy damn, nice pieces there..
upd: wow, really wow. Neat bkgs and anim patterns..

btw, word about animated DF: it's just bad idea. This title should avoid it as long as possible.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 09, 2010, 01:27:03 pm
Don't worry, I don't particularly find it appealing.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 02:15:17 pm
So, I'm implementing animation.
What features would you like?

Yes, that's a completely open-ended question; I don't want to make you assume certain things are or aren't possible, though you would probably do well not to request anything that requires changes to DF proper.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Foamy on August 09, 2010, 02:23:09 pm
IS there any way of only having animations activate while the creature (or construction) is performing an action? The only place i see constant animations working are for vegetation and liquid.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 02:27:47 pm
No, sorry. And you're right, liquids/grass are probably the only things they're likely to work for. Though I suppose having dwarves blink occasionally might be fun.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Solace on August 09, 2010, 02:30:00 pm
So, I'm implementing animation.
What features would you like?

Yes, that's a completely open-ended question; I don't want to make you assume certain things are or aren't possible, though you would probably do well not to request anything that requires changes to DF proper.
Well like I mentioned before, if we could choose for an animation to just display a single frame, we could use one animation to display several different still images, increasing the number of images we have to work with without increasing the indexes. If we could also have the computer pick a random still image out of the animation, that would allow, for example, to have several slightly different tree sprites (or grass, water, sand, whatever), without changing any of the basic code for dwarf fortress.
Title: Re: Ironhand's Graphics Set
Post by: Jayce on August 09, 2010, 02:34:01 pm
You don't like nobles?

I'm actually really looking forward to them.
I think it'll be fun to make fancy clothes and hats.

Anyway, check it out. I made some more stuff:

(http://i43.tinypic.com/5l9a1f.png)

I'm not sure I like the soldiers yet.
Skullcap-dwarf in particular doesn't do much for me.
I like the headband a lot better. Thanks for the suggestion!

My peasants are pretty nice, though, I think.
Check out that farmer hat. I'm proud of that one.
Is he a rice farmer?.
I used to use mayday exclusively,but after trying your set i kinda prefer it,though i miss the bigger images esp dwarfs.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Cruxador on August 09, 2010, 02:42:04 pm
So, I'm implementing animation.
What features would you like?

Yes, that's a completely open-ended question; I don't want to make you assume certain things are or aren't possible, though you would probably do well not to request anything that requires changes to DF proper.
Well like I mentioned before, if we could choose for an animation to just display a single frame, we could use one animation to display several different still images, increasing the number of images we have to work with without increasing the indexes. If we could also have the computer pick a random still image out of the animation, that would allow, for example, to have several slightly different tree sprites (or grass, water, sand, whatever), without changing any of the basic code for dwarf fortress.
The problem is, we'd need some way to specify what frame to use, and I don't think that's currently possible.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 02:44:48 pm
Only problem with that would be avoiding having sprites mysteriously change as you scroll around.

I think I can get Toady to pass me the absolute map location, which would translate to knowing the absolute location of any given tile. If we use *that* as an index, things should look good. It would be on a separate axis from animation, though, essentially meaning we'd have (potentially) 4D tiles.

I'm also in the process of resurrecting the shader-mode output (and retiring many of the others; they're pointless nowadays), which would allow such tiles to be algorithmically generated in realtime; both the current time and absolute location will be available in the shader. (Using a shader is probably the only way to get enough horsepower for this without slowing DF down, and we wouldn't want *that*.)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 09, 2010, 03:06:19 pm
Love those colour-cycling pictures  - Massive nostalgia flashback to my Amiga days :D

Baughn: Just to clarify; All you get passed for rendering purposes is an ascii tile number and colours, no context as to what the tile is actually being used for?

Also, when you say your implementing animation, in what capacity? tileset.png will have multiple frames? Or every tile will be a separate .png with its own frames or what?

I guess the perfect ideal would be (the option of) separate animated sequences for every character and item, and every possible state.

But realistically, small looped animations of trees swaying and water rippling sort of stuff would be a good start.

The possibility of using shaders to generate tiles is interesting...

Also - Miasma/smoke/etc. - Any way to draw those with transparency over whatever is under that tile?

Edit: It's actually possible to imply some context about things from the tile number and colours. Dwarf status indicators for example?

http://df.magmawiki.com/index.php/Indicator
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 03:13:27 pm
Baughn: Just to clarify; All you get passed for rendering purposes is an ascii tile number and colours, no context as to what the tile is actually being used for?
Correct.

Quote
Also, when you say your implementing animation, in what capacity? tileset.png will have multiple frames? Or every tile will be a separate .png with its own frames or what?
Well, that depends on exactly what is required. Making each frame of each tile a separate PNG, with a separate animation descriptor for the whole thing that lets you specify e.g. cycle speed, all stored in a tarball.. is an option. It really depends on what you ask for.
Quote
I guess the perfect ideal would be (the option of) separate animated sequences for every character and item, and every possible state.

But realistically, small looped animations of trees swaying and water rippling sort of stuff would be a good start.
Right. As mentioned, I don't actually get any state information at the moment. That might change later, of course, but right now all I get is "that's a hammerdwarf". I'm also inclined to think that using opengl shaders to generate the animation will probably give better results in a lot of cases.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 09, 2010, 03:52:39 pm
I'd rather have something like overlaid smoke/miasma than animation.
Or separated out tiles. Or overlaid engravings on walls. Etc etc.
If you're really set on doing animation, do whatever you want.
I don't really care, because I'm not all that excited about it.

Is he a rice farmer?.
I used to use mayday exclusively,but after trying your set i kinda prefer it,though i miss the bigger images esp dwarfs.

That is a really old sprite. I guess he still looks more or less like that, just with a pitchfork.
And yes, he is a farmer.

I don't think I understand your complaint, though. My sprites are the biggest ones around...
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 03:54:16 pm
I can't do any of those things; if I could, I would. However, the infrastructure to support animation would also help there, so it'd bring them a little closer.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 09, 2010, 04:00:22 pm
Even if you just get truetype fonts working, you will have many legendary engravings done in your honour :D
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Minty on August 09, 2010, 04:22:33 pm
I think it's the fact that Mayday's Dorfs and other civs are chibi-proportioned makes em seem bigger.. Big heads and all that, Ironhand. Don't worry though, with smaller heads, you get to put more detail into the rest of the bodies. ;)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Jayce on August 09, 2010, 05:12:31 pm
Yeah they just have bigger heads i guess,farmers would look cool in straw hats maybe sucking on a straw.The new water tiles look awesome.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Solace on August 09, 2010, 06:01:48 pm
I think I can get Toady to pass me the absolute map location, which would translate to knowing the absolute location of any given tile. If we use *that* as an index, things should look good. It would be on a separate axis from animation, though, essentially meaning we'd have (potentially) 4D tiles.
Ah, that'd be pretty cool. Even if you couldn't choose a frame of context, you could at least have a random set of tiles for things and stop big open areas from looking so, well, tiled.

EDIT: Come to think of it, would tiles that change (get dug out, smoothed, or just move) mess up the indexing thing?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 06:10:25 pm
No. I'd be using an absolute location, which wouldn't change just because some other tile on the map does; (2,9,42) is the same location throughout the entire game.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 09, 2010, 06:56:07 pm
Actually, just more randomly chosen tiles would be incredibly awesome.
Like if we could get... maybe walls, or something... to work like rough ground.
That would be cool for trees and stuff too. I dunno if any of it's possible, though...
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 07:02:19 pm
It's possible. If I get the absolute location, I'll be able to do a *lot*.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: LucasUP on August 09, 2010, 07:43:34 pm
Man, even with the potential bugs, new DF + new Ironhand sounds amazing.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ladde on August 09, 2010, 07:49:54 pm
Hello!
Is it hard to make sprites to tilesets? If not, I'd like to try.
First off I'd like to change thrones and bins!

I'm playing Genesis Mod, I don't know if it has the most updated version. But would you know how to update it if so?

Cheers.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 09, 2010, 07:57:42 pm
Have at it! It's a lot of fun!

If you just want to change the tileset, that's the easiest sort of modding there is!
I'd suggest taking somebody's and changing it rather than starting from scratch.
That's what I did and it helps a lot to get a basic feel for what goes where.

Anyway, just open up one of our tilesets (mine is 18x18. Many are 16x16)
and start changing stuff! If you want to change raw definitions for stuff,
that's just a matter of changing some flags in the raw files. But keep in
mind that you can only define raws for MINERALS, ANIMALS, and PLANTS.

Everything else just uses one tile, and wherever it's at is where it's at.

Thrones are down there near the walls. Bins are the X
(but keep in mind it'll be used for everything else X is used for,
including the cursor, and Xs in text (goblin names, I guess?), and floodgates).
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: LucasUP on August 09, 2010, 08:26:57 pm
I just got to try out an early release with TTF (thanks Baugh and Toady!). Only works with the ironhand tileset right now though.
http://www.bay12forums.com/smf/index.php?topic=63404.msg1472005#msg1472005
Yep.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 09, 2010, 08:59:55 pm
Oh dear, what a SNAFU.  :o
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: dennislp3 on August 09, 2010, 09:37:38 pm
oh dear indeed...I have a feeling he will be posting this fake shot in a lot o places >.>
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: LucasUP on August 09, 2010, 09:40:19 pm
nah I'm done. Was supposed to get the idea of what it might look like across. Then I got a bit silly.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 09, 2010, 10:08:10 pm
I was about to suggest you test-drive the tilesheet I'm working on in anticipation of the great day :P

Speaking of which, I just spent way too long making new versions of the rough ground tiles and tweaking almost every single tile. Everything has outlines now, even totally remade a couple of things - Check it out and let me know what you think:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: HeliumFreak on August 10, 2010, 12:16:22 am
I hate to rain on the lovely water tiles parade. But i really dont like how the water tile looks against solid ground :o Sorry I think it maybe because of the contrast. Maybe try lowering the "ripple" intensity or i dunno. Not sure how to fix it. Maybe make it so its harder to notice

*Edited to actually add some constructive criticism as apposed to criticism
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: pugi on August 10, 2010, 01:45:20 am
I think the ground tiles should be brightened up a bit, looks fine otherwise :)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Vince on August 10, 2010, 01:48:19 am
I Love the new tiles, WormSlayer, and agree to HeliumFreak.
And Baughn, if you've got the absolute tiles:

Would it be possible to have tile transitions or at least "surrounding aware"-tiles?

Like discussed here:
http://www.bay12forums.com/smf/index.php?topic=43260.3630
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Prastary on August 10, 2010, 04:47:02 am
Speaking of which, I just spent way too long making new versions of the rough ground tiles and tweaking almost every single tile. Everything has outlines now, even totally remade a couple of things - Check it out and let me know what you think:
Spoiler (click to show/hide)

The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.

And there is still this ugly toy-crown in the tileset.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 10, 2010, 05:11:30 am
The skull always makes me think of Monkey Island, but yeah Planescape works too :)

I'm not sure if your outlines might have broken some of the tiling WormSlayer. Also I can't really tell what is and isn't outlined but overall the effect to me is that it looks a bit cartoony. Although some things might look better with a bit more pop.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Jiri Petru on August 10, 2010, 05:17:53 am
Yeah, the scull is very Planescapey  8)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 10, 2010, 05:59:10 am
I Love the new tiles, WormSlayer, and agree to HeliumFreak.
And Baughn, if you've got the absolute tiles:

Would it be possible to have tile transitions or at least "surrounding aware"-tiles?

Like discussed here:
http://www.bay12forums.com/smf/index.php?topic=43260.3630
I don't even need absolute tiles for that. Sure, why the heck not?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Vince on August 10, 2010, 06:10:05 am
I don't even need absolute tiles for that. Sure, why the heck not?

Oh god, I am so thrilled for that!
This will improve the graphics MASSIVELY. (Especially with my dwarves stomping grass to dirt in mere seconds, dirt/sand EVERYWHERE)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Foamy on August 10, 2010, 06:40:56 am
Would that mean that walls could be thinned with open space on their tile showing the same colour as the surroundings while still becoming solid if they were part of a larger construction?

Also would it be possible to give murky water a different colour to regular water?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 10, 2010, 07:18:07 am
Sure, why the heck not?

DUDE!!! EXCITED!!!

The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.
And there is still this ugly toy-crown in the tileset.

Hey, stop abusing WormSlayer. That's my job.

And anyway, do you really dislike the new ground?
...because I think it's SPECTACULAR!
It makes everything show up so much better!
And rough walls are so well-distinguished against it!
Unless you guys have some compelling arguments otherwise, I'm a fan.

The only thing they aren't great about is tile edges (they show up more).
But those squares will go away once we get our surrounding-aware tiles!

As for the skulls and the crown and the coffins, though, I kinda agree.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 07:36:55 am
The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.

And there is still this ugly toy-crown in the tileset.

My new #1 fan? Love you too man!

I think the ground tiles should be brightened up a bit, looks fine otherwise :)

They should be about the same relative brightness as before, but now they dont have as much contrast. Should help foreground objects stand out a bit more. The tiling is also still pretty seamless, look at this shot where the red mushrooms match the colour of the ground tile:
(http://i.imgur.com/UaqkI.png)

I don't even need absolute tiles for that. Sure, why the heck not?
Now that would be a sweet new feature!
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 10, 2010, 07:37:43 am
Don't worry, Wormy. Some of us still love you.



Actually, Baughn, if I could ask for one thing, ever, you know what it would be?

It would be separate backgrounds, with objects overlaid on top of them.



...but surrounding-friendly tiles would be very cool, too.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 07:43:08 am
separate backgrounds, with objects overlaid on top of them.

The problem with this is that we already use the alpha channel for background colours. Could maybe use a second tile sheet for transparency?

Or if Baughn wants to totally remake how it works; One tile sheet for background coloured bits and another one for foreground coloured bits, both with a proper alpha channel for blending with ground tiles.

Also thinking back to Baughn's mention of fixing up the shader support - Animated perlin noise or something on fluid tiles may be nice?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Maldevious on August 10, 2010, 07:46:09 am
Don't know the inner workings of tile sets and whatnot, but I was wondering how feasible this is... in my current fort, there are lots of underground trees/shrubs growing, and some of them use the same mushroom tile. That makes it kind of hard to tell apart what is a shrub (i.e. won't clog my irrigating tunnels) and what is a tree (i.e. need to bust my butt and dig relief tunnels to chop them down). Thanks, great work. And to put in a contrary voice keep the water, it's fantastic.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 10, 2010, 07:51:15 am
Ah, you're getting spooked by baby plump helmets and dimple cups.
Hey, mushrooms is mushrooms. When they's little, you've gotta go by color.

From our point of view, it's not worth making another baby mushroom tile because they're all baby mushrooms.
Although, we might make a cluster of mushrooms later, which I guess you could use for one but not the other.

Animated noise?? Does that mean we could actually get WHITE flecks on our water??
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 08:00:38 am
I've actually been playing with the underground plant tiles, but you have to regen a new world to change tree sapling graphics.

In theory full shader support would give us the ability to do animated, rippling, foamy, reflective, refractive, etc. water. Hell we could probably even do that nice shoreline effect where it meets ground tiles :D
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Foamy on August 10, 2010, 08:03:17 am
I had no idea so many amazing graphics features would be coming so soon.i cannot wait to see what you guys come up with.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 08:21:24 am
It's an exciting time for DF graphics :D

As part of last nights overhaul, I also remade every tree so they look less crappy when marked for felling :P
(http://i.imgur.com/G5Nlu.png)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 10, 2010, 08:32:16 am
Yeah, I'm testing it out now! = P

That's why I'm not getting any art done.

That was bothering me before. Now it is lovely.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 10, 2010, 09:50:53 am
The main problem with conditioning on surrounding tiles is the inevitable combinatorial explosion.

This means we have to generate the combinations in realtime, which is impossible in 2D mode and.. hard, in most of the opengl modes. In practice, it'll pretty much have to require shader mode, and probably also involve bundling shader code with the tileset in question. Not really a big deal, but more work than you're used to; I'll help, of course.

It'll also be useful to have textures that aren't associated with individual tiles, in order to blend them with ones that are.

So, ignoring graphics-mode's extra tiles for the moment, I'm envisioning a system something like this:

- Instead of a tileset, you supply a tarball/zipfile containing lots (and lots) of numbered PNGs. 0.png, 1.png, etc. Current tilesets would still be readable (backwards-compatibility is nice), but wouldn't get the extra bonuses.

- You can supply *any number* of those numbered PNGs.

- In the shader, you have four inputs:
* The current time (in milliseconds since DF start)
* The absolute location of the current tile, i.e. relative to the entire map
* The relative location of that tile, i.e. to the window
* The background/foreground color and CP437 index of *all* the visible tiles. You'd access the data for your current tile by using the relative tile-location as an index.

Additionally, you have access to a texture array, where each texture in that texture array matches up with the same numbered texture in the supplied tileset zipfile.

At that point.. well, you can do pretty much whatever you want. There will be a default set of shaders in data/art that act about the way it works today, which are overridden by any shaders in the zipfile; I'll be using both vertex and fragment shaders, as anything that's calculated the same way for every pixel in a tile (like, its foreground/background color and texture index) shouldn't be calculated per-pixel.

Sound good? This way, you won't get a slowdown almost no matter what you do. :)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 10, 2010, 10:01:34 am
Whoah, slow down.
You're making it sound like this is already possible...  :o

Looks like it's time for me to learn how to use shaders!
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 10, 2010, 10:24:02 am
Well, of course it's possible. It's just a bunch of coding.

The only thing I can't add without input from Toady is the absolute location, but I imagine that even without that it'll be rather useful.

It's going to be an opengl 3.2-capable and above card only thing, though, because I'm not feeling like supporting half a dozen incomplete drivers anymore. :P
People with old hardware can use 2D mode. That's what it's there for.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 10:37:27 am
Technical stuff...

That all sounds quite different to how it currently works... Care to drop a couple of examples of what we could do with your proposed system?

The real problem with tile borders right now is the abrupt colour change rather than the actual tile graphics.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Rose on August 10, 2010, 11:06:27 am
The main problem with conditioning on surrounding tiles is the inevitable combinatorial explosion.
there are ways around it.

your welcome to take a look at stonesense for one way to manage tileborders, though it currently only differentiates based on walls, floors, open space, and ramps, but it's something.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Aklyon on August 10, 2010, 11:12:44 am
It's going to be an opengl 3.2-capable and above card only thing, though, because I'm not feeling like supporting half a dozen incomplete drivers anymore. :P
People with old hardware can use 2D mode. That's what it's there for.
is there a way to check what opengl version your computer is capable of?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 10, 2010, 11:19:25 am
Download GLView (http://www.realtech-vr.com/glview/), run it, read the report.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 11:31:12 am
If you could implement the Stonesense approach to ramps that would be freaking awesome!
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Tormy on August 10, 2010, 11:48:46 am
The main problem with conditioning on surrounding tiles is the inevitable combinatorial explosion.

This means we have to generate the combinations in realtime, which is impossible in 2D mode and.. hard, in most of the opengl modes. In practice, it'll pretty much have to require shader mode, and probably also involve bundling shader code with the tileset in question. Not really a big deal, but more work than you're used to; I'll help, of course.

It'll also be useful to have textures that aren't associated with individual tiles, in order to blend them with ones that are.

So, ignoring graphics-mode's extra tiles for the moment, I'm envisioning a system something like this:

- Instead of a tileset, you supply a tarball/zipfile containing lots (and lots) of numbered PNGs. 0.png, 1.png, etc. Current tilesets would still be readable (backwards-compatibility is nice), but wouldn't get the extra bonuses.

- You can supply *any number* of those numbered PNGs.

- In the shader, you have four inputs:
* The current time (in milliseconds since DF start)
* The absolute location of the current tile, i.e. relative to the entire map
* The relative location of that tile, i.e. to the window
* The background/foreground color and CP437 index of *all* the visible tiles. You'd access the data for your current tile by using the relative tile-location as an index.

Additionally, you have access to a texture array, where each texture in that texture array matches up with the same numbered texture in the supplied tileset zipfile.

At that point.. well, you can do pretty much whatever you want. There will be a default set of shaders in data/art that act about the way it works today, which are overridden by any shaders in the zipfile; I'll be using both vertex and fragment shaders, as anything that's calculated the same way for every pixel in a tile (like, its foreground/background color and texture index) shouldn't be calculated per-pixel.

Sound good? This way, you won't get a slowdown almost no matter what you do. :)

I am kinda confused, but this sounds awesome. [I don't know too much about shaders etc....]
Also just a question: As we know, text + tiles will be separated in the upcoming versions. Basically this means that we can create custom gfx for each and every tile in the game [1 tile -> 1 image, so for example X won't be used to display 3 different things], or that still won't be possible?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 11:59:33 am
... so for example X won't be used to display 3 different things], or that still won't be possible?

Still wont be possible :(

(I'm actually trying to do something with X right now... It's not pretty...)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: MatrexsVigil on August 10, 2010, 12:01:25 pm
I am really loving these new outlined tiles and the differences to marked trees!  The only problem I've ever had with your tileset was with how blended everything was.  It made things look and feel cluttered.  With the outlines, this goes away!

I also vote that the skull looks silly.  I'd go with more of a skull and crossbones or piled skeleton myself.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 10, 2010, 12:10:20 pm
I'd LOVE to be able to make ramps just take
the ground tile on that level, and
the "next z-level" tile for the one below,
and fade them from one to the other.

I feel like I saw a mock-up for that ages ago...
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Soralin on August 10, 2010, 12:24:08 pm
I think the ground tiles should be brightened up a bit, looks fine otherwise :)
They should be about the same relative brightness as before, but now they dont have as much contrast. Should help foreground objects stand out a bit more. The tiling is also still pretty seamless, look at this shot where the red mushrooms match the colour of the ground tile:
(http://i.imgur.com/UaqkI.png)
The red of the mushrooms matches the black of the ground? :)  I had to set the contrast and brightness of my monitor to maximum to even see that there was anything there at all.  Although I am using a rather old monitor still.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Vince on August 10, 2010, 12:37:16 pm
The red of the mushrooms matches the black of the ground? :)  I had to set the contrast and brightness of my monitor to maximum to even see that there was anything there at all.  Although I am using a rather old monitor still.

It's perfectly clear to see at my end. Red mushrooms, dark red ground.
Your monitor must be REALLY bad. Consider buying a new one, if that's possible - your eyes will thank you. :)

Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Tormy on August 10, 2010, 01:14:07 pm
... so for example X won't be used to display 3 different things], or that still won't be possible?

Still wont be possible :(

(I'm actually trying to do something with X right now... It's not pretty...)

Oh well....:)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 01:18:27 pm
What Vince said, but more politely :P
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Scaraban on August 10, 2010, 01:56:02 pm
is there anyway i can use a graphics pack preferably yours on the mixmod? the ascii is driving me insane turning me into a dwarf
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Vince on August 10, 2010, 02:19:33 pm
What Vince said, but more politely :P
Sorry, I didn't mean to be rude. :(
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 10, 2010, 02:28:12 pm
is there anyway i can use a graphics pack preferably yours on the mixmod? the ascii is driving me insane turning me into a dwarf

Sure...

If you just use my raw/graphics and data/art and data/init folders,
you'll get most of it just like that. The part that'll be weird is that
minerals and stuff will not be set to use my tiles, so they'll look weird.

For that, you'll want to use my raw/inorganic... files
(inorganic_gems, and inorganic_stone, etc etc etc).
But I don't know if mixmod does its mods within those
files, or if it has separate files for all the modded stuff.
If it's all within the files, you could have some problems.

Give it a shot, though, and see what happens. It might work.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Soralin on August 10, 2010, 03:28:50 pm
What Vince said, but more politely :P
Sorry, I didn't mean to be rude. :(
I didn't see it as rude, I really do need to get a new monitor. :)  It works well enough other than at distinguishing darker shades apart.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Prastary on August 10, 2010, 03:31:59 pm
The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.

And there is still this ugly toy-crown in the tileset.

My new #1 fan? Love you too man!

(Wow, half a day without internet and two pages of posts...)

Don't take it personally, WormSlayer. Next time I will post something positive with all this criticism, like a picture of something nice:

(http://sungrubbies.net/Web%20images/HappyFaceSun.jpg)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 10, 2010, 04:36:39 pm
That all sounds quite different to how it currently works... Care to drop a couple of examples of what we could do with your proposed system?

The real problem with tile borders right now is the abrupt colour change rather than the actual tile graphics.
Well, you could for example have each tile look up the colors of itself and its neighbour, and make them merge softly - for tile combinations where that makes sense.

Or you could make water-next-to-soil use a different image to water-next-to-water.

Or make animated magma.

You'll see. :)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: HeliumFreak on August 10, 2010, 04:38:52 pm
@ Baughn

Any chance of some CUDA utilization? :)

Quote
Or you could make water-next-to-soil use a different image to water-next-to-water.

Does this mean you could possibly draw a small shoreline on the water-mud tiles so they dont look like squares?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 05:25:29 pm
Don't take it personally, WormSlayer. Next time I will post something positive with all this criticism, like a picture of something nice:

(http://sungrubbies.net/Web%20images/HappyFaceSun.jpg)

:D

Sorry, I didn't mean to be rude. :(

:D

Does this mean you could possibly draw a small shoreline on the water-mud tiles so they dont look like squares?

I'm pretty sure thats what he's talking about :D

Pop quiz time: What is the "A" in the farm workshop supposed to represent? Or at least what should I make it?

I'm thinking a little set of farming tools - pitchfork, spade, etc.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Theodolus on August 10, 2010, 06:47:29 pm
Probably "A"lcohol... :) They do require it to get through the working day so it wouldn't really be out of place, right?

In seriousness though, a pile of farmer's tools would be cool. Also, haven't posted up in a while but have to say that the tileset is going great! And the new graphics improvements that Baughn is talking about, are going to be amazing! Hadn't checked the thread in a few days and came back and had my head blown off by the amount of win present.

Any chance of an interim tileset from you Wormy? :D I'd love a chance to play with the new stuff you've been talking about.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: HeliumFreak on August 10, 2010, 06:52:55 pm
Id imagine its something to tie the animals to while u milk them
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 10, 2010, 06:55:05 pm
It's an exciting time for DF graphics :D

As part of last nights overhaul, I also remade every tree so they look less crappy when marked for felling :P
Spoiler (click to show/hide)

Niiice (designated) trees! And I take back what I said about not liking the outlining effect - that shot with the mushrooms and whatnot has won me over :D

This graphics advancement talk is very cool, I just hope my several-years-old laptop can still run it. The new DF is silky smooth but previous versions have tended to suddenly start eating CPU like crazy, and I'm not sure if the opengl requirements will do that.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 10, 2010, 06:56:29 pm
Which print_mode do you currently use?

Most of these advancements will only be available in shader mode. I'm not going to do anything to 2D mode; you may not be able to get the updated graphics, but you should still be able to get the current ones without issue.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 10, 2010, 06:59:41 pm
I use whatever Ironhand has set the print_mode to in his init :) It is currently 2D.

I mean, my laptop has a pretty solid Radeon card and it's a dual core, it can do the graphics, it just tends to overheat when things get very busy.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 06:59:48 pm
Speaking of new stuff: New plant, tweaked ground tiles and a new boulder.
(http://i.imgur.com/Taali.png)

Here is the test version I'm working on right now. (http://wormslayer.com/test01.rar) Be warned - This is designed for release after we can use fonts for text!

I mean, my laptop has a pretty solid Radeon card and it's a dual core, it can do the graphics, it just tends to overheat when things get very busy.

I still get FPS death on an i7 if I do silly things :F
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Maldevious on August 10, 2010, 08:52:52 pm
Really like that boulder. Very bouldery.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: dennislp3 on August 10, 2010, 08:55:40 pm
Really like that boulder. Very bouldery.

heck yeah it freakin rocks! >.>
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: cganya on August 10, 2010, 09:17:08 pm
posting to watch thread, looks great ^.^
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 10, 2010, 09:48:07 pm
Farm Workshop:
(http://i.imgur.com/7p2sB.png)
The thing in the bottom left is one of *those* tiles that I'm not sure what do do with...

"Trade depot post, glass portal, Tile in Farm Workshop"
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ounce on August 10, 2010, 10:08:07 pm
I always thought the A tile was representing a sawhorse seen head-on.
I'm not really sure what use a sawhorse would have in processing plants or milking cows, but there you go. :v
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Solifuge on August 10, 2010, 10:47:34 pm
A great many old games make tiles that tile very well between different textures, with very few unique art assets:
Spoiler: Example (click to show/hide)

Believe it or not, these tiles are made up of approximately 2 tile models per material (grass, dead grass, cobblestone, solid stone, water, and boulder) The grass is interspersed with stones that both resemble the cobblestone, and the solid stone, and can be used to mesh with them. With some crafty design, you can drastically limit the "transitional tiles" you need to make the tiles look good, and as though they blend well.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 11, 2010, 01:43:18 am
Farm Workshop:
(http://i.imgur.com/7p2sB.png)
The thing in the bottom left is one of *those* tiles that I'm not sure what do do with...

"Trade depot post, glass portal, Tile in Farm Workshop"

Make it into a wheel from a cart. That would look okay as a glass portal as well and also for the trade depot.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Thundrim on August 11, 2010, 03:44:29 am
Farm Workshop:
(http://i.imgur.com/7p2sB.png)
The thing in the bottom left is one of *those* tiles that I'm not sure what do do with...

"Trade depot post, glass portal, Tile in Farm Workshop"

Make it into a wheel from a cart. That would look okay as a glass portal as well and also for the trade depot.

That thing grabs the prize for the most curious looking implementation seen in DF at any rate.

It is nice to see that the future arrives soon, tomorrow will feel like yesterday with all these new and exciting features coming up!

---
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: pugi on August 11, 2010, 03:57:16 am
Don't trust the wiki page for the tile usage that much, the O is also used for single pieces of constructed/smoothed walls and the ends of those. I guess there are a few more things missing.

Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: dennislp3 on August 11, 2010, 05:14:46 am
Don't trust the wiki page for the tile usage that much, the O is also used for single pieces of constructed/smoothed walls and the ends of those. I guess there are a few more things missing.

Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.

Sounds great! *pats you on the back and hands you the proper tools to do it*  :P
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: pugi on August 11, 2010, 05:41:21 am
Don't trust the wiki page for the tile usage that much, the O is also used for single pieces of constructed/smoothed walls and the ends of those. I guess there are a few more things missing.

Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.

Sounds great! *pats you on the back and hands you the proper tools to do it*  :P

I would, but i am currently at work ;)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: dennislp3 on August 11, 2010, 06:00:08 am
Don't trust the wiki page for the tile usage that much, the O is also used for single pieces of constructed/smoothed walls and the ends of those. I guess there are a few more things missing.

Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.

Sounds great! *pats you on the back and hands you the proper tools to do it*  :P

I would, but i am currently at work ;)

Bah! I am sure your boss wont mind lol...seems like the favorite work time activity of DF players....lurking the forums waiting to play once again lol...
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 08:05:27 am
....the O is also used for single pieces of constructed/smoothed walls and the ends of those.

Actually, no, we use a different tile for pillars now.
But the O is still used for unfinished constructed walls.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Sean Mirrsen on August 11, 2010, 08:09:13 am
Speaking of which, constructed objects get highlighted with a capital C* when you designate things. How about a tile for that?
* - At least I think they are. It's been a while since I last had a good fort mode game.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 08:15:35 am
Aaah, good call! You are correct.

And it's always either green or red, so Wormy can do his fancy channel-magic if he wants to.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Vince on August 11, 2010, 08:29:02 am
What about the trade depot accessibility screen - weren't there letters, too?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 08:33:15 am
Yup.

D, W, and X.

Oh, X, how we love you.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 11, 2010, 08:34:21 am
Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.

I am updating the wiki as I go through the tileset and find things it doesnt list.

Speaking of which, constructed objects get highlighted with a capital C* when you designate things. How about a tile for that?

Good point, that we can do something with!

What about the trade depot accessibility screen - weren't there letters, too?

Yeah - W, D, and the dreaded X.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 10:00:00 am
We could really use something new for o, as well.
It shows up in the mason's workshop and furnaces...
I'm thinking maybe just a pile of bars/bricks.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 11, 2010, 11:04:33 am
We could really use something new for o, as well.
It shows up in the mason's workshop and furnaces...
I'm thinking maybe just a pile of bars/bricks.

For now I've put a rotated copy of the well in that slot. Doesnt look too weird in workshop/furnace and may make working millstones look animated?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 11:07:38 am
Clever!

Now I want to build a mill to check it out.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: MonkeyHead on August 11, 2010, 11:23:33 am
posting here to recive updates on this promising looking set.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 01:13:41 pm
Whoops.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: pugi on August 11, 2010, 01:49:07 pm
I guess you made a mistake dwarven trick.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: dennislp3 on August 11, 2010, 01:54:36 pm
Whoops.

Spoiler (click to show/hide)

....dude...your stuffs on fire...curious as too why the trees aren't burning though. In real life I know some trees manage to escape small brush fires but it seems odd that they are all untouched
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: cameron on August 11, 2010, 02:09:36 pm
tree burning is not in yet, only grass burns as far as i know
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 11, 2010, 02:37:40 pm
No tree burning? It's an Elven conspiracy I tell you!
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 02:58:14 pm
It's because trees are handled very much like buildings right now,
and buildings are also immune to damage from brush fires.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 11, 2010, 04:22:14 pm
So I made a little wheel thingy:
(http://i.imgur.com/4mfdR.png)(http://i.imgur.com/dSj0T.png)(http://i.imgur.com/tj6XJ.png)

Not sure what it looks like as a glass portal...

Also not really sure what to do for the flashing green construction designation - suggestions welcome! :)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Baughn on August 11, 2010, 04:23:38 pm
Well, I can't split tiles myself, but -

Shader-mode will allow you to select tile graphics based on color, if you want. Would that be useful?
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 11, 2010, 05:28:37 pm
Well, I can't split tiles myself, but -

Shader-mode will allow you to select tile graphics based on color, if you want. Would that be useful?

Potentially this could be very useful but the issue is muddied (:P) by fluids and powders contaminating tile colours.

Also changed SKY and CHASM to tile 0 so Open Space looks different to "ground 1 level down" and (subtly) different to undug ground:
(http://i.imgur.com/9Lw75.png)
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 11, 2010, 06:42:24 pm
What about the trade depot accessibility screen - weren't there letters, too?

Yeah speaking of which, if there's anyway that the depot check screen can be made less eye-searingly painful to look at, through slowing down the animation or dulling the brightness of the colours.. that would be so awesome.

So I made a little wheel thingy:
Spoiler (click to show/hide)
Not sure what it looks like as a glass portal...

Also not really sure what to do for the flashing green construction designation - suggestions welcome! :)

That is a perfect 18px rendering of a cartwheel :D It looks good in the farm but maybe not so much in the trade depot?

However... something that I like to do to the 'solid colour' tile (used in the depot) is to add smoothed edges to it (just a tiny anti-aliasing/bevel along the 1px edge). If you did that, I think that the wheel might not look quite so out of place against the hard lines of the rock.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 11, 2010, 06:45:35 pm
edit: double post.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 07:01:18 pm
I think I'm actually gonna go back to pure black for underground tiles, if nobody's opposed.
That was mostly just for when I was playing around with text, which is now a moot point.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Ironhand on August 11, 2010, 07:02:16 pm
In other news, we are now on the Wiki (http://df.magmawiki.com/index.php/Graphics_set_repository)!

Yay. I don't know who did it, but thanks!
It makes us feel like a real graphics set!
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: Harmonica on August 11, 2010, 07:14:32 pm
Haha, and your very own category.
Title: Re: Ironhand's Graphics Set (magic new water for 0.50!)
Post by: WormSlayer on August 11, 2010, 07:48:37 pm
eye-searing

Ignoring the fact that it uses "that damn tile", toning the colours down does help, but the entire screen flashing on and off is still horrible. My eyes are bleeding just from testing a few different things O.o
(http://i.imgur.com/Otk6M.png)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 11, 2010, 07:52:17 pm
Actually, the Depot access tiles are three different ones!
X is used for places wagons can't get to: that's the red stuff.
Green is wagon-accessible, and I think it uses a W. And
the yellow one is of course the Depot itself. It uses D.

So those could all be different tiles if we want.
Although, I don't really know how much it'll help...

Or are you not testing Depot access?



So... how much have we done that you guys aren't playing with yet?

I'm always using the version that's hot off the printer, so to speak,
so I forget when it's been, like, a whole week since I've released anything.

Maybe tomorrow I'll get some more spriting done. No promises yet...

Anyway, I think I can get a version out to you guys this weekend.
It might be Friday. It might be Saturday. It won't be huge, but it'll be nice.
New plants and newish trees and a bunch of just trivial fixes and patches.

Plus, of course, anything else me'n WormSlayer crank out before then.
I think I'll try and do some spriting tomorrow. We'll see how it goes.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 11, 2010, 08:14:40 pm
Hum. It's not exactly as nice as fixing it in DF, but here's a nice trick.

There are some tiles that occur both as components of certain workshops and elsewhere, right?

Well, in shader-mode you can differentiate between those two cases by grabbing the values for the tiles *next* to your ambiguous tile, and deciding based on that.

I can hardly wait. :P

..I'll try to hurry up so I can get it back in for next release. Should work.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 11, 2010, 08:20:05 pm
Hum. It's not exactly as nice as fixing it in DF, but here's a nice trick.

There are some tiles that occur both as components of certain workshops and elsewhere, right?

Well, in shader-mode you can differentiate between those two cases by grabbing the values for the tiles *next* to your ambiguous tile, and deciding based on that.

I can hardly wait. :P

..I'll try to hurry up so I can get it back in for next release. Should work.

That should help with the colour contamination problem! So many new things to consider... My brain hurts... :D

Edit: Wait a minute... So we can basically have nice sloped ramps facing the right direction? O.o

Edit 2: Mind = blown... I was wondering what to do with so many free tiles once we get the letters... Now I'm again worried we wont have nearly enough for all the possible awesome...

Or are you not testing Depot access?

No I was, I just put the same tile in all the slots for testing purposes.

I think I'm actually gonna go back to pure black for underground tiles, if nobody's opposed.
That was mostly just for when I was playing around with text, which is now a moot point.

I tried putting it back to black, but I'm so used to the faint texture now it looked weird :P
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 11, 2010, 09:11:53 pm
Ho. Lee. Carp.



Still haven't seen any of it in action.

If you're messing with us, Baughn, I will cry.

I want to see this stuff. I wanna see it! Get to work!

(We could also do stuff like making deltas at river mouths on the world map...
  ...but that would be a lot of tiles designated to a fairly insignificant feature)

EDIT:BRAINSTORM

Errr, wait a second. Does this mean we can use ANY TILE for ANY OBJECT now?
That can't be right, can it? Is this really a fix for EVERYTHING? Can we use it to differentiate X?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 11, 2010, 09:46:11 pm
Errr, wait a second. Does this mean we can use ANY TILE for ANY OBJECT now?

Yeah basically - We just wont always be 100% certain if we *should* change a tile from what DF said to use.

For example; if there is a water tile next to a ground tile, its a sure bet that a water/ground transition would fit in there.

World map may be a good place where this could work wonders!

That can't be right, can it? Is this really a fix for EVERYTHING? Can we use it to differentiate X?[/color]

As for... "that tile"... Maybe... In a couple of places where it always appears next to something else... But in most cases it will be still just as ambiguous...
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ladde on August 11, 2010, 10:11:47 pm
I use Genisis Mod. And I updated the Ironhand tileset.
Now alot of my dwarfs is just a black box, no art whatsoever.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: soul4hdwn on August 11, 2010, 10:32:44 pm
I use Genisis Mod. And I updated the Ironhand tileset.
Now alot of my dwarfs is just a black box, no art whatsoever.

that is most likely because genesis has it's own dwarves and graphics for them.

which brings a nooby question: what happens if multiple graphic definitions exist for creatures?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Marrik on August 11, 2010, 10:54:30 pm
how do i use mods for DF?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 11, 2010, 11:20:11 pm
With this mod all you have to do is find the link in the first post and download it, it contains DF + Ironhand mod.

in shader-mode you can differentiate between those two cases by grabbing the values for the tiles *next* to your ambiguous tile, and deciding based on that.

Sounds great Baughn! How much of a processor hit do you think the tile checking will have?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 12:20:11 am
Sounds great Baughn! How much of a processor hit do you think the tile checking will have?

None, because shaders use solely the GPU.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 04:19:36 am
Indeed, though older GPUs might have problems.

Okay, opinion poll time.
To support all this, I'm going to replace the current 16x16 tileset with a directory, as previously mentioned. So, which would you prefer? A single large tileset image plus a file telling DF how many tiles there are in the file, or one file per tile, for a minimum of 256 distinct image files?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 05:37:21 am
There's SO many sprites/bkgds ripped off good, old games....i can hardly wait for dozens of free tile slots...
http://www.gsarchives.net/index2.php?category=all&system=snes&game=final_fantasy_4&type=backgrounds&level0=non-animatedtiles&level1=BaronCastle

arent these sweet?
http://www.gsarchives.net/index2.php?category=all&system=wonderswan&game=final_fantasy&type=sprites&level0=non-animated

(http://www.gsarchives.net/wonderswan/final_fantasy/sprites/non-animated/Thief_walk_side002.gif)  (http://www.gsarchives.net/wonderswan/final_fantasy/sprites/non-animated/WhiteMage_walk_front002.gif)

---
that.
Quote
A single large tileset image plus a file telling DF how many tiles there are in the file
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 05:39:54 am
Okay, opinion poll time.

I think I'm going to have to go with option 1: "A single large tileset image plus a file telling DF how many tiles there are in the file."
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 05:42:18 am
The first, my HDD thinks the same. :D
Many small files are hugely inefficient.
Minecraft has hundreds of very small files as a save file format.
The developer once implemented an updated save system with few, bigger files that reduced the loading time to 0.39% of the old time.
(Sadly, he reverted due to bugs.)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Tormy on August 12, 2010, 05:46:13 am
Indeed, though older GPUs might have problems.

Okay, opinion poll time.
To support all this, I'm going to replace the current 16x16 tileset with a directory, as previously mentioned. So, which would you prefer? A single large tileset image plus a file telling DF how many tiles there are in the file, or one file per tile, for a minimum of 256 distinct image files?

I'd go with option 1. [single large tileset + additional file]
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 12, 2010, 06:10:27 am
I use Genisis Mod. And I updated the Ironhand tileset.
Now alot of my dwarfs is just a black box, no art whatsoever.

that is most likely because genesis has it's own dwarves and graphics for them.

which brings a nooby question: what happens if multiple graphic definitions exist for creatures?
I think the last parsed is picked.

No worries, I will update 3.0 (which should be out today) to the latest Ironhand set.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 07:28:35 am
We definitely like option 1.

And this means we're not limited to 256 tiles any more, right?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 07:33:08 am
Yep. That's a necessity, to make shaders work reasonably.

Non-shader modes will just use tiles 0 through 255, so you should /try/ to make those work on their own, but in the shader you just get a linear array of textures; you can mix and match them any way you like, using multiple tiles at ones if that's what fits.

And 1 it is, though I should mention that lots of little files are only inefficient on older filesystems. Btrfs or.. btrfs handles it fine. So would reiserfs, I suppose, if anyone still used that.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 07:35:19 am
A big sheet is easier on us, though.

Yay... I'm so excited.

Still a little fuzzy on how it all works, though.
I'm hoping you can give us an example of it in action.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 08:01:33 am
Yep. That's a necessity, to make shaders work reasonably.

Non-shader modes will just use tiles 0 through 255, so you should /try/ to make those work on their own, but in the shader you just get a linear array of textures; you can mix and match them any way you like, using multiple tiles at ones if that's what fits.
So that would be "legacy mode" and we can use 256 onward - splendid!
And 1 it is, though I should mention that lots of little files are only inefficient on older filesystems. Btrfs or.. btrfs handles it fine. So would reiserfs, I suppose, if anyone still used that.
True, my comment was based on NTFS. I really need a proper linux machine! :D
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Tormy on August 12, 2010, 08:13:56 am
A big sheet is easier on us, though.

Yay... I'm so excited.

Still a little fuzzy on how it all works, though.
I'm hoping you can give us an example of it in action.


Yeah, I am also confused a bit, so an example would be nice to have. :P
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Marrik on August 12, 2010, 08:26:38 am
this is a stupid question, but is there some place where i can find a map legend for this :P


Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 08:31:39 am
Quote
That's a necessity, to make shaders work reasonably.

Let me ask you, Baughn:
So, you guys are tending to make playing impossible without relatively powerful gfx card now?
You know there are people with i.e. intel chips in laptops, that are not especially useful for shaders.
You did wonderful job with optimization so far, but i can feel incoming trouble for laptop users soon(you know, not everyone is rich here).
So, are we going to lose DF soon just because of these miracles?
What alternatives will we have..
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 08:38:46 am
Worry not.

If I understand correctly, all the 2d support isn't going anywhere.
And I plan to maintain the tileset even as I go off playing with the new stuff.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Marrik on August 12, 2010, 08:39:32 am
is there a map legend for this tileset anywhere?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: cameron on August 12, 2010, 08:42:15 am
since there still is text output really all you'll ever need is a terminal and a gfx card powerful enough to display text. even using shader mode as far as i know the game would still be just be drawing lots of squares just now they are using a newer technique, so it would still be supported by weak gfx cards just not older ones. but of course i could be wrong im, hazy on what he means by using shaders
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 08:45:00 am
Quote
hazy on what he means by using shaders
me too, you know, i am trying to imagine ogl shaders on device that processes it 400x SLOWER, than my desktop.
I am not about to use machine that needs 400 watts to draw df, that's reason i am trying to get info.
To be honest - any person that played ANY rpg like chrono trigger should know that using gfx doesn't need 800$ gfx card. It just needs proper coding.

Quote
using a newer technique
yeah, this equals more cash, not optimisations and proper coding, usually;/
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: cameron on August 12, 2010, 08:59:16 am
Quote
using a newer technique
yeah, this equals more cash, not optimisations and proper coding, usually;/
well i meant that since just drawing quads has become depreciated in ogl 3+ he might just be using the new recommended technique in shader mode or he might be trying something fancy

--edit well i just found something on geometry shaders which sounds like it might have something to do with it
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 09:01:18 am
is there a map legend for this tileset anywhere?

Oh, sorry I missed your first post.

Uh... no, I'm not sure that there is.
But is the map really that hard to read?
Triangles are mountains, trees are forests.
Blue lines are rivers, white ones are roads...

If you're looking at them in the game, you
can just move the cursor over anything and
it'll tell you what it is and what it's called.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 09:09:10 am
A lot of people /have/ powerful graphics cards, I'm just taking advantage. There's no reason not too, really - but don't worry, you don't even need am especially powerful card.

It works fine on my laptop's geforce 8600m.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Rose on August 12, 2010, 09:14:28 am
ah, but would it work on my Geforce 7900GS?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 09:27:02 am
Probably not. You'll have to use one off the existing modes.

As to examples, you'll be getting one with full explanations once the code is done.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 09:37:59 am
To be honest - any person that played ANY rpg like chrono trigger should know that using gfx doesn't need 800$ gfx card. It just needs proper coding.
Quote
using a newer technique
yeah, this equals more cash, not optimisations and proper coding, usually;/

You can get a card that supports the needed shaders for <100€ (Though you can't upgrade most of the laptops)
Sadly, unless Toady implements it, we can only work around the current limitations - an that would be too CPU heavy, which is why you need shaders.
And to be honest: DF was never a game that went easy on your hardware.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Robsoie on August 12, 2010, 09:41:50 am
So if i understand, those with old cards or just recent but badly done cards (intel) that either do not support or support limited shaders (intel) will have to play in 2D mode.

But then would this mean that those with such cards will not be able to play future DF versions with any graphic sets, as if those graphic sets apparently will have to use shaders, they will then not be properly displayed or just not displayed at all in 2D mode ?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 09:46:30 am
To be honest - any person that played ANY rpg like chrono trigger should know that using gfx doesn't need 800$ gfx card. It just needs proper coding.
Quote
using a newer technique
yeah, this equals more cash, not optimisations and proper coding, usually;/

You can get a card that supports the needed shaders for <100€ (Though you can't upgrade most of the laptops)
Sadly, unless Toady implements it, we can only work around the current limitations - an that would be too CPU heavy, which is why you need shaders.
And to be honest: DF was never a game that went easy on your hardware.
Dude i do not like you;
i saw your moronic comment about buying monitor i other topic and i exactly know your kind;
do not tell me about buying anything, i am in computers for 24 years.

My main problem is, that with 0.12 i AM ABLE to use DF for fort >5 yrs old on my 2 yr old laptop without GFX CARD(because i DO NOT need gfx card with intel chip there - that ridiculous chip beats ALL cards i.e. in tvout handling/movie quality, while device is not made for gaming, it handles everything i need).

Now, when i see method for using dozens of MY tiles in incoming 0.13+, i hear i may buy gfx card for <100 whatever from you, and you seem to miss i am talking about LAPTOP.
My desktop is powerful enough for anything, but i am not going to pay 100$/monht for electricity more, just because some of you are happy with fullblown unknown method of using shaders.

What's my problem:
Quote
July Donations:      $3345.83
June Donations:      $2364.29
May Donations:       $3201.62
April Donations:    $16104.49
March Donations:     $4387.99

I assume this is a problem.
Gigantic amount of cash is flowing while all i can see so far is GREAT aspect of game and almost noobish methods for maintaing engine that drives it.
All logical, simple methods for changing gfx aspect is just skipped, all that saves situation is Ironhand, Mayday, and some people that said nothing about real problems related to actual gfx handling aspect so far.
So, Vince, do not tell me to spend 100 bucks for gfx card while i am able to emulate snes on my cellphone.
Do not make another boulder(Dwarvish term) with gfx requirements because it is RI-DI-CU-lous.

So, let Bughn explain to me - what is going to be used in 0.13.

Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 09:57:09 am
Hey, this is my thread and I will not have it become a battleground.
Anyway, I'm not entirely sure why you're fuming. I don't think he meant to insult you.
But I don't want to know. Just knock it off.

Anyway, I'm going to continue to maintain the 2d version of the set as well.
The sets I upload will have a tileset with them even after that's my main goal,
so that everyone can use at least some version of my graphics set if they want to.

So I put new floors under all the creatures and dwarves and stuff...
Also, an orangutan.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: cameron on August 12, 2010, 09:58:49 am
i didnt see anything about baughn removing standard mode he is just adding a new mode along side the 30 other current modes and iron hand said he would continue the tile set so there isnt really a problem.

--edit
that orangutan looks suspiciously like the gorilla   

--edit
i feel the orangutan should be grinning   

 __       __
     .__.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 09:59:46 am
Quote
Hey, this is my thread
Sorry for damaging your easy-going-ego, man.

Quote
I will not have it become a battleground.
You should be aware how  problematic it is going to be. You craved font thingy just to hear it may be not used like that anymore lately. You lost your time then.
As leading person in gfx modes(let's say..) you should have...info about incoming methods, imho.
You are earning cash for author, man.

But you, guys are trembling before ANY criticism, i found it nonexplainable while so much cash people are paying for...nothing.

No more harassement from me, if you really think i am problem just by asking.
Good luck, Ironhand.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Marrik on August 12, 2010, 10:01:21 am
are the grey lines paved roads and brown ones are dirt?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 10:04:09 am
Hey, take it easy.

I'm removing nothing. Everything that works now will continue working, and I'm arranging the new graphics setup such that it should be easy to write tilesets that work both with the new and old system, to the point where one that doesn't can be considered broken.

So what's the downside, exactly?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Sean Mirrsen on August 12, 2010, 10:04:54 am
A 7900GS won't cut it? Wait, why do you need to use 3.0 shaders? I, er...  don't quite understand why it would make them so preferable to 2.0+ shaders. 2.0 model shaders are supported by cards as far back as Radeon 9600. Some old PCs that are otherwise adequate for playing DF (with a 2.something GHz single-core and a gig or two of RAM, for example) wouldn't be able to make use of what you're doing. Why go for high-tech? Are the features you're trying to do completely impossible with an older shader model?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 10:05:43 am
Yeah. I don't really know what he's on about, either.

But let's let it go.

@Marrik: Yes.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 10:05:51 am
Hey, take it easy.

I'm removing nothing. Everything that works now will continue working, and I'm arranging the new graphics setup such that it should be easy to write tilesets that work both with the new and old system, to the point where one that doesn't can be considered broken.

So what's the downside, exactly?

None, if i can use freed tiles on noogl mode.
I just got feeling, that we may need ubermachine just for displaying something i saw 20 yrs ago(2d tiles).
Let's name it lack of real info + guys with advices for buying 100$+ gfx card..for...laptops.
Ridiculous ignorance.
Sorry, guys.

Quote
Yeah. I don't really know what he's on about, either.
That's clear. minus to respect for ya, dude from my side.
Have fun with water tiles..
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: dennislp3 on August 12, 2010, 10:10:16 am
A 7900GS won't cut it? Wait, why do you need to use 3.0 shaders? I, er...  don't quite understand why it would make them so preferable to 2.0+ shaders. 2.0 model shaders are supported by cards as far back as Radeon 9600. Some old PCs that are otherwise adequate for playing DF (with a 2.something GHz single-core and a gig or two of RAM, for example) wouldn't be able to make use of what you're doing. Why go for high-tech? Are the features you're trying to do completely impossible with an older shader model?

aren't 3.0 shaders more efficient then the 2.0 ones?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 10:11:15 am
A 7900GS won't cut it? Wait, why do you need to use 3.0 shaders? I, er...  don't quite understand why it would make them so preferable to 2.0+ shaders. 2.0 model shaders are supported by cards as far back as Radeon 9600. Some old PCs that are otherwise adequate for playing DF (with a 2.something GHz single-core and a gig or two of RAM, for example) wouldn't be able to make use of what you're doing. Why go for high-tech? Are the features you're trying to do completely impossible with an older shader model?

aren't 3.0 shaders more efficient then the 2.0 ones?

on gfx CARDS, yes.

[topic unsuscribed, please, ignore me, i do not want to lose my account again just because of ASKING for ANYTHING. Cash fl... show must go on, happiness is mandatory(paranoia)]
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Sean Mirrsen on August 12, 2010, 10:18:46 am
What's my problem:
Quote
July Donations:      $3345.83
June Donations:      $2364.29
May Donations:       $3201.62
April Donations:    $16104.49
March Donations:     $4387.99

I assume this is a problem.
Gigantic amount of cash is flowing while all i can see so far is GREAT aspect of game and almost noobish methods for maintaing engine that drives it.
All logical, simple methods for changing gfx aspect is just skipped, all that saves situation is Ironhand, Mayday, and some people that said nothing about real problems related to actual gfx handling aspect so far.
I can answer on that one, as can a lot of other people around here. Right now, (lack of) graphics support is what keeps the DF's playerbase from expanding. But graphics were never a central part of this game. Expansion of the playerbase through drastic measures such as graphics engine overhauls will only happen if the support of the playerbase ever becomes insufficient for the developer. Given the numbers you provided, it's still sufficient. Ergo, effort will be spent on improving the game itself, not its looks - which many find quite appealing, I must say.

ninja edit:
A 7900GS won't cut it? Wait, why do you need to use 3.0 shaders? I, er...  don't quite understand why it would make them so preferable to 2.0+ shaders. 2.0 model shaders are supported by cards as far back as Radeon 9600. Some old PCs that are otherwise adequate for playing DF (with a 2.something GHz single-core and a gig or two of RAM, for example) wouldn't be able to make use of what you're doing. Why go for high-tech? Are the features you're trying to do completely impossible with an older shader model?

aren't 3.0 shaders more efficient then the 2.0 ones?
Well, yes. But the question is - are they SO much more efficient that the boost is enough to offset the fact that half the playerbase won't be able to use it at all?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 10:30:31 am
Quote
graphics support is what keeps the DF's playerbase from expanding.

1.
I really know what you are saying;
BUT, i am sure you know what direction DF may take, if it become java-phone-games era users point of interest.
Shallower and shallower way, that is. I can BET, that this is main thing, that makes ASCII fanatics really distanced to gfx matter(it's clearly visible for me on forum).

2.
Remember - FF series could have ok gfx in 16x16's on 3.6 mhz(please, LET cpu have these 2 ghz for pathfinding(and +10 z-levels uncovered), not for <15. y.o. java-games consumers').
That's all.
Maybe in perfect world it is ok to burn 400 watts of energy for 10+ hours gaming, i cannot afford that.

While my whinning is NOT related to IRONHAND job, i would gladly see Ironhand realizing why i posted my outburst here, ego's not needed, really, here

Quote
Ergo, effort will be spent on improving the game itself, not its looks
I like your way of explaining things, Sean;
i do know that.
But, there's quite amount of people that need just minimal, normal gfx 2d(TWO D) engine, that was made 25 years ago(tile, palette, assignement, that's all).

Direct2d's enough?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 10:33:03 am
I'm not depending on a particular shader model, I'm depending on particular extensions, because they speed things up.

At the moment, those are EXT_texture_buffer_object and EXT_texture_array.

You can use GLView (http://www.realtech-vr.com/glview/) to check whether your computer supports those or not.

Later, however, I will attempt to make things also work without them. Just not before I've got something that works at all. It may not even be possible to make shader-mode work fast without texture-buffer-object (couldn't make it do so before), but given that it's now got more features than just raw speed, I will certainly try to make it work.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 10:35:05 am
Maybe in perfect world it is ok to burn 400 watts of energy for 10+ hours gaming, i cannot do that.
Your GPU has a power-savings mode, probably several. Running DF's shader-mode on it is not going to make it power up very far, unless you're using a really badly written custom shader. On my laptop, it skips from the lowest power-saving mode to the second lowest, and that's just because, being a laptop GPU, the lowest-power mode has the shaders entirely offline.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 12, 2010, 10:35:36 am
The words that "ironhand, mayday and the like" save the situation are a bit too loud. DF has very accessible graphical resources so anyone can do it. Also more than 50% of people play the game in pure ASCII, there were a few polls about that. So graphical tilesets work for less than 50% of players, I've encountered it when I tried to make graphics-only mods.

That's said not to say anything bad about our great tileset makers, I just mean that you overestimate the meaning of graphics in such deep game as DF. I could play it if it had 16 ASCII tiles but more depth :). I would really like most of the important stuff to be done first, the graphics are not important for an alpha.

Games like ADOM work well in pure ASCII and have huge playerbase :).
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Rose on August 12, 2010, 10:42:31 am
yeah, 8000 series or above is needed for that.

good thing I don't actually use tilesets anyways, since it's so much more fun to develop stonesense.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 10:48:36 am
Woah, I'm like 20 minutes away and hell breaks loose.

Quote
Dude i do not like you;
i saw your moronic comment about buying monitor i other topic and i exactly know your kind;
do not tell me about buying anything, i am in computers for 24 years.
Read again, I did not tell you to buy anything. I just commented on your claim that running shaders would need a 800$ gfx card.
And I do not think that you know anything "about my kind". Rest assured, I'm not that kind of guy that buys only the newest alienware pc.

Quote
My main problem is, that with 0.12 i AM ABLE to use DF for fort >5 yrs old on my 2 yr old laptop without GFX CARD
And you WILL BE able to in the future.

Quote
i hear i may buy gfx card for <100 whatever from you, and you seem to miss i am talking about LAPTOP.
I said that you are unable to upgrade the gfx card on most laptops.

Quote
I just got feeling, that we may need ubermachine just for displaying something i saw 20 yrs ago(2d tiles).
DF already pushes the CPU to its limit, where are we supposed to get the number-crunching done, if not on the GPU? And you can't utilize the GPU without shaders.

The main problem is that we have a combinatoric issue at hand if we want the "surrounding-aware" tiles. The games of the SNES era did not have the problems we're having now, they had hand-made maps.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 10:53:55 am
[just remove it, good luck, nvmd, sorry, and all]
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Rose on August 12, 2010, 10:55:10 am
allright, you know, i see slate stonesense 5 TIMES SLOWER than earlier one(while real advantages/differences for end-user are none);
if DF tends to be like that, i just wanted to be cleared about it, nothing more :( .

Sorry bout that.

I'm pretty much to blame for this
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 12, 2010, 10:55:38 am
What do you mean by 16x2? You can use PNG with as many colors as you ever need.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 11:01:00 am
allright, you know, i see slate stonesense 5 TIMES SLOWER than earlier one(while real advantages/differences for end-user are none);
if DF tends to be like that, i just wanted to be cleared about it, nothing more :( .

Sorry bout that.

I'm pretty much to blame for this

erm, uh, thanks for progress, but idd, actual stonesense stopped working like just 2d iso representation, it is lagging so much now, as it was  ogl egoboo or sth;/
...i wish You luck in that awesome project, even if i do not use it now(400 watts draining desktop and power-saver laptop for choose, etc.).

Quote
What do you mean by 16x2? You can use PNG with as many colors as you ever need.
Deon, Deon... where can i get info about whole palette ways then;
you know i have 14 colors of ARROWS to make with unique colors and ONE tile?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 11:01:49 am
What do you mean by 16x2? You can use PNG with as many colors as you ever need.

Aren't the fore-and background colors tinting/overwriting everything?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 11:04:47 am
What do you mean by 16x2? You can use PNG with as many colors as you ever need.

Aren't the fore-and background colors tinting/overwriting everything?

that's wrong question for conscious ones...man. it IS that's the additional prob, lol!~.

ok, now lemme stfme, i really do not want to bew banned just for way i am trying to get information in crowd of very happy people(i can see clearly incoming woes, just that).

Ironhand, sorry for unexpected way of adding to your big topic...gl.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 11:11:08 am
that's wrong question for conscious ones...man. it IS that's the additional prob, lol!~.

ok, now lemme stfme, i really do not want to bew banned just for way i am trying to get information in crowd of very happy people(i can see clearly incoming woes, just that).

Ironhand, sorry for unexpected way of adding to your big topic...gl.

Your concerns are valid.
Just rest assured, that you will be able to play DF like you can do now. Just some eye-candy is not available.
And until we have full graphics support (http://www.bay12forums.com/smf/eternal_voting.php) we have to work around it (e.g. with shaders).
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 11:12:45 am
that's wrong question for conscious ones...man. it IS that's the additional prob, lol!~.

ok, now lemme stfme, i really do not want to bew banned just for way i am trying to get information in crowd of very happy people(i can see clearly incoming woes, just that).

Ironhand, sorry for unexpected way of adding to your big topic...gl.

Your concerns are valid.
Just rest assured, that you will be able to play DF like you can do now. Just some eye-candy is not available.
And until we have full graphics support (http://www.bay12forums.com/smf/eternal_voting.php) we have to work around it (e.g. with shaders).

McBeer cancels cancelling open beer - opening beer then.

Quote
Just rest assured, that you will be able to play DF like you can do now
That's what i wanted to hear, really...

Sorry for being rude, and useless. i would add to the community, but i just have nothing for you, guys...
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 11:17:21 am
Sorry for being rude, and useless. i would add to the community, but i just have nothing for you, guys...

You made a nice gardening mod!
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Sean Mirrsen on August 12, 2010, 11:24:51 am
I'm not depending on a particular shader model, I'm depending on particular extensions, because they speed things up.

At the moment, those are EXT_texture_buffer_object and EXT_texture_array.

You can use GLView (http://www.realtech-vr.com/glview/) to check whether your computer supports those or not.

Later, however, I will attempt to make things also work without them. Just not before I've got something that works at all. It may not even be possible to make shader-mode work fast without texture-buffer-object (couldn't make it do so before), but given that it's now got more features than just raw speed, I will certainly try to make it work.
Wait, isn't what you're doing basically a graphics engine addon anyway? If so, DF won't receive a performance hit even if you make everything run in software. Well, most of the times. As long as the machine running it is dualcore, which even the lowliest laptops in shops around here are, netbooks excluded. What do you think? Would it be possible to swap out parts of your engine that are not supported, and replace them with software emulation on the fly?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 12, 2010, 11:31:18 am
Wait, isn't what you're doing basically a graphics engine addon anyway? If so, DF won't receive a performance hit even if you make everything run in software. Well, most of the times. As long as the machine running it is dualcore, which even the lowliest laptops in shops around here are, netbooks excluded. What do you think? Would it be possible to swap out parts of your engine that are not supported, and replace them with software emulation on the fly?

You mean doing unsupported features in software?
This will bring the game to a crawl in most cases.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 12, 2010, 11:34:27 am
Hey guys, I don't really know where to post it (and I think I really want Ironhand's opinion on this, being a graphical junkie like he is ;D), what do you think about portraits with color-coded borders as a creature tileset?

Example (here's just a basic dwarven/miner/noble portrait set I've made in 2 minutes).

(http://i38.tinypic.com/i3i5jl.png)

Brown borders mean they are dwarves, but borders may have different colors to show the race/friendliness/whatever (i.e. one type of borders for animals, green for dwarves, blue for neutrals, red for siegers etc.)

P.S. The idea is to leave most of the stuff to your "imagination" (which is broken by overly detailed sets by some ASCII-elitist opinions) but to make it still beautiful enough and to let it deliver enough info.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Maldevious on August 12, 2010, 11:35:21 am
While I don't have any comments on any of this shader stuff, as it's way over my head, I do like the orangutan. Possibly make the face a little bluer. Also, another humble request for a giant eagle sprite. Keep up the great work, Ironhand and Wormslayer.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 11:54:04 am
Wait, isn't what you're doing basically a graphics engine addon anyway? If so, DF won't receive a performance hit even if you make everything run in software. Well, most of the times. As long as the machine running it is dualcore, which even the lowliest laptops in shops around here are, netbooks excluded. What do you think? Would it be possible to swap out parts of your engine that are not supported, and replace them with software emulation on the fly?

You mean doing unsupported features in software?
This will bring the game to a crawl in most cases.
Partially true, partially false. It would be possible to do the neighbour testing in software; however, composing tiles would not work, so that removes most of the point.

Combining textures (or making them in realtime) is what fragment shaders are for, after all. Might as well use them. Still, I'll take a look in another few months, after it's gotten some use; if there's anything I can reasonably do in software modes too that would be useful, I might.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 12:07:38 pm
I shall now attempt to summarise the 5 or 6 pages of comments since I last looked:

Lets try and keep it slightly on topic guys :P

To reiterate: Any changes will not affect your current DF experience. You can either carry on exactly like now, or if you have the hardware and inclination, you can enable Cool New Stuff(tm).

Dont beat yourself up McBeer, your obviously passionate about DF and your planter mod is awesome :D

Deon: I like the character portraits - It's a shame you cant customise them based on the dorfs beard styling etc.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 12:31:22 pm
THE OUTLINE THING  Like this:
(http://i38.tinypic.com/i3i5jl.png)

Eh, you know me.
I'm pretty much just a "gritty" art advocate.
I do an absolutely AWFUL job of actually PORTRAYING stuff.

So yeah, I'd kinda rather have natural-looking sprites than helpful ones.

That said, I'm curious to see how other people feel about this.

Change can be good.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 12, 2010, 12:33:53 pm
Also you do an awful job at telling your opinion :).

I didn't ask you to change your tileset or something, I just wanted to know do you like the idea or not. I don't have time right now anyway to draw everything at once, but I may release this kind of a tileset in a near future.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Prastary on August 12, 2010, 12:38:06 pm
(http://i38.tinypic.com/i3i5jl.png)

P.S. The idea is to leave most of the stuff to your "imagination" (which is broken by overly detailed sets by some ASCII-elitist opinions) but to make it still beautiful enough and to let it deliver enough info.

I thought about such a thing, tiles like in board game, I hope that someday such project will be realised. Exactly as you said - "to leave most of the stuff to imagination, but to make it still beautiful enough", this is the reason that I dont like the introduction of isometry, 3d etc.

[edit]
BTW Would you like that DF be a full 3D game, with super-realistic graphics? I not, because it is not realism that inspire our imagination, but symbolism. So I hope that in making DF graphics more and more "realistic" there will be a moderation. I think that a good book or old board rpg game, or 2d Exile on PC is working more positive on our imagination than those new realistic 3d games.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 01:11:32 pm
Sure, yeah. I like the idea. = P
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 01:13:05 pm
Quote
BTW Would you like that DF be a full 3D game, with super-realistic graphics?
no, but 25 y.o method for symbolism(final fantasy, i .e.) would make people FREE ;/

and please, realize that.
it would work on fockin, feeble netbooks, whole rest is still related to CPU.

i won't agree that my device, that with so called ZERO gfx(still able to work with HD material, better for it than my gf260gtx in desktop)) is under requirements for sth like final fantasy 6( gfx).

3d bs is way for destroying title for newb kids.
period.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ladde on August 12, 2010, 02:09:08 pm
THE OUTLINE THING  Like this:
(http://i38.tinypic.com/i3i5jl.png)

Eh, you know me.
I'm pretty much just a "gritty" art advocate.
I do an absolutely AWFUL job of actually PORTRAYING stuff.

So yeah, I'd kinda rather have natural-looking sprites than helpful ones.

That said, I'm curious to see how other people feel about this.

Change can be good.

I don't like it at all :)
I like the small dwarfs sprites. I think there is more variety in whole bodies than just portraits :)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 02:14:14 pm
Eeehehe, have you guys seen those new screenshots Toady's tossing around?

I'm getting pretty pumped about this upcoming version...
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ladde on August 12, 2010, 02:14:49 pm
Eeehehe, have you guys seen those new screenshots Toady's tossing around?

I'm getting pretty pumped about this upcoming version...
Please link?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 02:15:41 pm
http://www.bay12games.com/dwarves/

Click any of those links in the post for today.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Prastary on August 12, 2010, 02:17:11 pm
I like the small dwarfs sprites. I think there is more variety in whole bodies than just portraits :)

I think that we are talking about a project apart from Ironhand sprites - those are of course unique and great.

(and I agree with you mcbeer about the case of using a 400W monster for graphics such as in DF - it is ...sad)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 12, 2010, 02:40:46 pm
http://www.bay12games.com/dwarves/

Click any of those links in the post for today.

Nothin's here i couldn't see using PerfectWorldDF, but all right, you are tuned, super.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 03:23:04 pm
Mostly I mean the farms and cottages stuff.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Prastary on August 12, 2010, 03:53:17 pm
Mostly I mean the farms and cottages stuff.
Yes, I'm also very interested how it will look in your tileset!
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 12, 2010, 03:54:59 pm
http://www.bay12games.com/dwarves/

Click any of those links in the post for today.

Nothin's here i couldn't see using PerfectWorldDF, but all right, you are tuned, super.

PerfectWorldDF cannot make farmlands, orchards and cottages with little bridges all over the place around cities :).
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 04:16:52 pm
Since I've got this a bit more hammered out now, here's how the structure of new-style tilesets will be.

Each tileset is a directory, let's say foo.
When DF opens the tileset, it reads a descriptor file - foo/tileset.txt. It might look something like this:
Code: [Select]
A test tileset
base.png 16 16
extras.png 8 4
dwarves.png 4 10
The first line of the descriptor is the title, for use in the in-game tileset switching dialog. (Yes, you'll be able to do that while it's running, including a hotkey to reload it..)

Each line below that links to one tileset file; these are loaded in order. The numbers after the filename denote the width and height of the tileset in tiles. The filename itself does not affect DF.

So, with the above example, you'd get 328 tiles. Number 0 through 255 would be base, 256 and up extras and dwarves. These are loaded into a texture array, in order; in a shader, you just refer to them with that number. In non-shader modes, 0 through 255 are used - these don't need to be all in the same file, by the way.

I've yet to decide what to do about graphics mode, but it will probably involve a buttload of programmatically written #defines to let you refer to the textures in shaders; in other words, textures from raw/graphics will get loaded at texture array indexes higher than those of the base tileset. You also get a #define GRAPHICS, so you can #ifdef out code if you want.. well, it's pretty flexible, but you don't have to use all this.

You may also have custom per-tileset shaders; foo/shader.fs and foo/shader.vs will override the default (example) ones in data/art.

(If the tileset referred to is an image file instead of a directory, it just loads a 16x16 tileset - same as today.)


Any questions? Objections?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 05:27:54 pm
So any number of tilesheets with any number of tiles per sheet and backwards compatible?

Yeah that sounds pretty sweet to me? O.o
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 05:42:09 pm
Indeed!
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 06:04:08 pm
Something just occurred to me.... If we can check surrounding tiles before drawing a chair... We could see if its next to a table and have it face the table... O.o


:D
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 06:10:53 pm
With a single tile, even. You just need to swap the texture coordinates around a bit to rotate it. :)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Foamy on August 12, 2010, 06:23:28 pm
It would be possible to have things overlap in that case. for example if a table is next to another table the graphics change so that it looks like one continuous long table. what about if a door is placed next to a door? it could turn into some kind of gate or a larger door.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 06:23:57 pm
(http://i38.tinypic.com/331dkja.png)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 06:27:11 pm
Although, I am curious. Does this all just apply to the floor/furniture tiles, or will creatures and dwarves screw it up.
Like, if a creature is standing on a table, will it render the nearby tables and chairs as though that table were not there?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 06:30:20 pm
Although, I am curious. Does this all just apply to the floor/furniture tiles, or will creatures and dwarves screw it up.
Like, if a creature is standing on a table, will it render the nearby tables and chairs as though that table were not there?

Oh yeah... good point... That does complicate things a bit... Damn table dancing dorfs :P
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 06:33:39 pm
Then again, maybe it's appropriate for dwarfs to kick over chairs as they stumble drunkenly onto the table.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Foamy on August 12, 2010, 06:38:37 pm
For the chair thing it wouldn't matter much. I mean if a dwarf is using a chair then why would it still be tucked under the table? i don't know about other used though. i mean i am sure Baughn would have mentioned it if all the floor tiles were going to be switching back and forth whenever someone stepped on it considering how long tile joining has been discussed.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 06:45:42 pm
Yeah, I'm really hoping that it picks up the ...I guess "permanent" floor value of the tile,
rather than (necessarily) the one that's currently being displayed (animals, miasma, etc).

I feel like that might be stretching my luck, though.

EDIT:

Oh, wow. The full implications of the workshop thing are just hitting me.
We can make workshops look like WHATEVER THE HECK WE WANT.
They can have three-by-three-tile graphics! That's a 54x54 tile for each workshop!

Although, if the floor thing works the way I hope it doesn't,
the workshop will fall apart into its original components whenever anybody walks through it.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 07:08:19 pm
Oh, here's one more question for Baughn:

Will this thing be able to see what tile is actually being used for an object (/the ones around it),
or will it just be able to see a sort of vanilla DF view of the thing. (tile 123, color 3:2:1, or whatever)?

I ask because it would be incredibly cool if we could see what tiles we used to for other objects,
so that we could build huge multi-tile art objects and put them in the game.
I feel like it probably doesn't work that way, but if it does, that would be SO AWESOME!
We could do stuff like waves that work their way out from the shoreline,
or just huge waves that don't tile as often so they look better...
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 07:12:44 pm
Oh, here's one more question for Baughn:

Will this thing be able to see what tile is actually being used for an object (/the ones around it),
or will it just be able to see a sort of vanilla DF view of the thing. (tile 123, color 3:2:1, or whatever)?

I already asked him about this, right now all he gets to work with is the vanilla data, but he did mention something about Toady passing more tile info out to the renderer being a possibility?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 12, 2010, 08:26:55 pm
Something I hope for. He's shown little real inclination in that regard, but I hope that if I make it simple enough and beneficial enough, he'll eventually go for it. :P

And sorry, the neighbour-checking scheme is bound to break down whenever a dwarf steps on one of said neighbours. There's really nothing I can do about it.. it also breaks down at the edges of the screen, though I suppose you could not show those.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 12, 2010, 09:05:14 pm
The idea of having proper portcullises and stuff is awesome.

So if you do the three-door-trick, could a tile do a check for [doors to E and W?]/[doors to N and S?] and then produce an extended entrance door spanning three tiles?

edit: same thing Ironhand basically just asked :P

Or do doors/any objects not count for checking purposes?

(http://i38.tinypic.com/331dkja.png)

Roger that.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 12, 2010, 09:07:36 pm
A great big double-door would be awesome!
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 12, 2010, 09:10:42 pm
I just like the idea of having the game be able to check stuff and change tiles on a whim (if my understanding of the potential is correct here).

So you build one door, it's just a normal door. Two doors, well maybe the game sees two doors next to each other and you get a widened door (ie, two tiles each half of a door). Three doors... yup.

You could go even further depending on how much tile checking you can do. So if you built two doors below, and then above, fortifications, say, maybe then you'd want to transform all those tiles into specific things so it becomes some kind of entrance gate.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 09:11:39 pm
Anywhere there is blocking so the tiles stay static this will work best. Also, dont forget we may be able to use the colour of tiles to pin down exactly what they are being used for... What *cant* get bloody/muddy/dusty?

This will actually be pretty radically awesome for mod makers - They can specify a particular layout of tiles as a custom workshop then set that to display anything they like from a now unlimited number of tile slots?

Things like ballista and catapult should be able to get a makeover in vanilla at least?

We can use also it to remove food crates from undug ground, maybe change them to boulders or something more suitable? Also maybe a nice little fade to black on the undug side of walls? :D

Daydreaming about watery ramps in photoshop:
(http://i.imgur.com/LBXXN.png)

Doors are a pain in my ass - Wooden doors look like engraved wall? - Check! Metal Doors look like stone? - Check! Glass doors look like trade posts or something? - Check! - Stone doors use the metal door icon while waiting to be hauled? - Check!

ಠ_ಠ
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: KillHour on August 12, 2010, 10:41:08 pm
Baughn, you've really outdone yourself this time.  Honestly, I'd like to go against the grain here, and support one tile per image.  This would be easier for me, because I could just replace the file if I wanted, say, the door from another tileset.  Of course, with the support for tile checking adjacent squares, there might be more than one door, so maybe there could be a "door" picture that's 3x3 or whatever with all the doors on it.

As for animation, having the glowing pits pulse would be pretty awesome, as would ice randomly shimmering.  Walls being dug out could look like there are rocks falling off of it, or something, as well.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: MatrexsVigil on August 12, 2010, 11:14:48 pm
Do you have a link to your new tileset with the outlines and stuff?  It looks so much better to me, and I'd like to use it now!  =)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 11:24:16 pm
Do you have a link to your new tileset with the outlines and stuff?  It looks so much better to me, and I'd like to use it now!  =)

If you go back to page 142 there is a beta version of the newer changes. Use at your own risk! ;)

Baughn, you've really outdone yourself this time.  Honestly, I'd like to go against the grain here, and support one tile per image.  This would be easier for me, because I could just replace the file if I wanted, say, the door from another tileset.  Of course, with the support for tile checking adjacent squares, there might be more than one door, so maybe there could be a "door" picture that's 3x3 or whatever with all the doors on it.

As for animation, having the glowing pits pulse would be pretty awesome, as would ice randomly shimmering.  Walls being dug out could look like there are rocks falling off of it, or something, as well.

Yeah mad props to Baughn, it's a huge step towards removing the pain from making DF graphics!

With the proposed system you could have an entire sheet full of hundreds of doors and swap between them just by changing the tile number? I guess technical issues of "1 large file vs lots of small files" aside its more of a personal preference thing?

Also KillHour raises a good point - how does animation fit into this new scheme of yours Baughn? :P
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 12, 2010, 11:31:55 pm
Here's another thing. Couldn't you actually light tiles based on their proximity to light sources? Outdoors = full bright, indoors less so. If a wall is engraved, maybe it could be considered to hold a sconce, thus lighting tiles around it.

Wormslayer: that transition between water and ground is exactly the sort of thing I would think is possible.. looks great.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: MatrexsVigil on August 12, 2010, 11:32:54 pm

If you go back to page 142 there is a beta version of the newer changes. Use at your own risk! ;)


I see pages differently cause of either settings or this browser add-on (I can't remember), could you maybe post the link?  I'd really appreciate it.  =)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 12, 2010, 11:34:08 pm
I think he's referring to this:

http://www.bay12forums.com/smf/index.php?topic=53180.msg1474500#msg1474500
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 12, 2010, 11:39:31 pm
Here's another thing. Couldn't you actually light tiles based on their proximity to light sources? Outdoors = full bright, indoors less so. If a wall is engraved, maybe it could be considered to hold a sconce, thus lighting tiles around it.

In theory we can do all kinds of funky things, but there is no way to tell if a tile is outdoors from just tile number and colour :F

And yeah I meant that post, thanks :D
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ladde on August 12, 2010, 11:41:54 pm
~When will 0.50 be released?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 13, 2010, 12:20:04 am
Here's another thing. Couldn't you actually light tiles based on their proximity to light sources? Outdoors = full bright, indoors less so. If a wall is engraved, maybe it could be considered to hold a sconce, thus lighting tiles around it.

In theory we can do all kinds of funky things, but there is no way to tell if a tile is outdoors from just tile number and colour :F

Yeah, probably, I was thinking about what tiles are always outdoors and whether they could check for those, or if a tile has a roof then it's obviously indoors. But no matter, that's probably A Kludge Too Far.

Still.. what about the idea of light sources? I mean it would increase the number of tiles directly, but for starters a simple photoshop action could apply a basic 'beam' of light overspill to tile edges. Then say if a tile is near a furnace, it gets replaced by a tile with light falling from the appropriate compass direction.

..if a floor is smoothed, and runs up against a wall, then the pattern could embellish around the edge. Hell, you could do away with tiled patterns altogether, so that single polished floors on their own worked okay, but when placed next to others, the patterns meshed.

Don't know if objects count as tiles for these purposes but you could have double beds for married dwarves, even.

The possibilites for interesting geological features are pretty awesome too, like gem formations that properly mesh and change as they are gradually dug out from the sides.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 13, 2010, 01:33:11 am
Amazing times ahead of us, indeed.
Thing about double doors: They will be double if two doors stored are in a stockpile next to each other, though.
And about the workshop detecting:
We don't need to detect all 9 tiles, some workshops are distinct enough that it's enough to ignore some tiles (esp. the one where a dwarf stands when he's working)
It won't work if some dwarf walks across "important" walkable tiles, though.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Sean Mirrsen on August 13, 2010, 02:41:02 am
You can fix it by having the dwarf that moves into the center tile of the workshop be shown as a special "working" tile matched to the 'shop and the worker. (wow, combinatorial explosion much?) Then you could always "rebuild" the shop graphic based on what tile the worker dwarf is. If the engine will allow checking for "currently displayed tile" instead of "original tile", of course.

Also, double doors can only become double doors if they're also surrounded by walls.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Spaghetti on August 13, 2010, 02:41:34 am
when i found this pack i splooged
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 13, 2010, 02:52:21 am
I've got an idea. What do you think about turning "coffin" into "headstone" tiles? Of course visually they won't be coffins, but they would look great when built in mausoleums/burial chambers, and mass graves will look like actual graveyards.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 13, 2010, 03:24:11 am
I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

I was actually wondering if you could create a workshop that was a graveyard, which required x number of coffins and produced a vampire. Ie, like Dungeon Keeper used to do it.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: andfhe on August 13, 2010, 03:37:23 am
I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

I was actually wondering if you could create a workshop that was a graveyard, which required x number of coffins and produced a vampire. Ie, like Dungeon Keeper used to do it.

That would be interesting. Instead of one coffin for a noble, a bunch of coffins and he becomes immortal(so to speak)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Thundrim on August 13, 2010, 03:38:18 am
I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

Yeah, would look bad inside mountains... You got the general dump for emergencies. The Sarcophagus visualization is a must have, IMHO.

--- 
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: andfhe on August 13, 2010, 03:40:19 am
I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

Yeah, would look bad inside mountains... You got the general dump for emergencies. The Sarcophagus visualization is a must have, IMHO.

---

Well I think the point is to look good, not make sense.

But I do like the idea of headstones instead of coffins.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Harmonica on August 13, 2010, 03:50:18 am
I personally like the idea of statues instead of coffins OR headstones :) Or yes, a sarcophagus like Thundrim said. Damn, that's what I'm going to add in to my game later.

My entrance ramp will be lined with these eery upright sarcophaguses (sarcophagii?)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: andfhe on August 13, 2010, 03:54:30 am
I personally like the idea of statues instead of coffins OR headstones :) Or yes, a sarcophagus like Thundrim said. Damn, that's what I'm going to add in to my game later.

My entrance ramp will be lined with these eery upright sarcophaguses (sarcophagii?)

sarcophagi
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 13, 2010, 03:55:06 am
Sarcofagi :) (Daww ninjad by Andfhe)

And sarcofagi would work too. I just meant that we want some beautiful and complex tile if it repeats a lot (at least in my fortresses it does).

I want glorious graveyards inside of my fort :).
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 13, 2010, 04:01:34 am
In addition to tile values and colors, you get the current time in milliseconds as input. You can use that for animation, easy.

Also keep in mind that this will be as a shader. You can use almost arbitrary code (though if statements are slow and to be avoided), but you can also easily combine our generate tiles in realtime, which should cut down on the combinatorial explosion some.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: McBeer on August 13, 2010, 04:52:37 am
..hello, i'd like to apologize eveyone for my yesterday's posts. I'd like you to know i respect you guys, even if it looks different sometimes..
That would be all.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 13, 2010, 05:01:13 am
Quote
You can use almost arbitrary code (though if statements are slow and to be avoided)
How should we test the neighborhood of tiles without a considerable amount of if statements?
Or am I overlooking something here?

..hello, i'd like to apologize eveyone for my yesterday's posts. I'd like you to know i respect you guys, even if it looks different sometimes..
That would be all.
Apology accepted! :)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Deon on August 13, 2010, 05:23:41 am
I find nothing wrong in a dwarf being a bit impolite. We're on dwarf fortress forums, guys :). Let's respect each other and sometimes TANTRUM. That's expected and that's okay.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 13, 2010, 07:07:50 am
Indeed. You are completely forgiven.

So I'm totally stoked about changing all the .;`' tiles and the food crate tile when it's in the walls.
But I just thought of something that is just absolutely totally RIDICULOUS... You guys ready for this?

MULTI-TILE CREATURES.

What's that? I see a dragon in that tile?
Let's put wings to either side and a tail behind it!

You could use it to make trees span multiple tiles too!


...I dunno, will that actually work?  = P
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 13, 2010, 07:13:25 am
How should we test the neighborhood of tiles without a considerable amount of if statements?
Or am I overlooking something here?
Well, first off, you can use if statements. "Slow" is not the same as "doesn't work", though it might end up the same on some older/laptop GPUs.

But there are usually alternatives. A simple example:
Quote
int left = get_tile(x-1, y);
int here = get_tile(x,y);
int right = get_tile(x+1, y);
out_tile = here;

if (here == DOOR) {
  if (left == DOOR && right == DOOR)
    out_tile = DOOR_CENTER;
  else if (left == DOOR)
    out_tile = DOOR_RIGHT;
  else if (right == door)
    out_tile = DOOR_LEFT;
}
Instead of writing that, which would be rather slow, you can do this:
Quote
int left = get_tile(x-1, y);
int here = get_tile(x,y);
int right = get_tile(x+1, y);
out_tile = here;

if (here == DOOR) {
  int candidates[4] = int[](DOOR, DOOR_LEFT, DOOR_RIGHT, DOOR_CENTER);
  out_tile = candidates[(left == DOOR) + (right == DOOR)*2];
}
That's still got an if, but much fewer of them, and it's probably entirely possible to remove that one as well - I just haven't. Illustrative, I hope.

(Oh, and I'll be providing functions like get_tile. Don't worry. Though the real one will provide tile id and color at the same time, to improve performance.)
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 13, 2010, 07:14:27 am
And sure, something as simple as drawing a dragon across multiple tiles would be trivial.

Heck, you could use a geometry shader and do actual 3D. (Subject to input limitations. You don't get any more data to work with.)

Though I don't know what the performance of that would be. :P
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Vince on August 13, 2010, 07:20:25 am
Quote
Well, first off, you can use if statements. "Slow" is not the same as "doesn't work", though it might end up the same on some older/laptop GPUs.
I know :)
Quote
if (here == DOOR) {
  int candidates[4] = int[](DOOR, DOOR_LEFT, DOOR_RIGHT, DOOR_CENTER);
  out_tile = candidates[(left == DOOR) + (right == DOOR)*2];
}
That's still got an if, but much fewer of them, and it's probably entirely possible to remove that one as well - I just haven't. Illustrative, I hope.
Gah, that was it! *slaps forehead* Boolean arithmetics! I KNEW there was something I did not think about. I feel so stupid now. :D

Edit: I fixed it, of course!
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 13, 2010, 07:23:51 am
Oh, yay!!! <3

And the code looks like Java,
so I should be able to crank it out.
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Baughn on August 13, 2010, 07:25:24 am
Vince: The code you quote was broken. I fixed it. Please fix your quote, to avoid confusing people. :P

Or just assume they'll read this.  ???
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Sean Mirrsen on August 13, 2010, 07:38:42 am
Wait, since you're now more or less "in charge" of the graphics output, can you do another thing? I've always wanted to see "true 2.5D" in DF. This would be achieved by having tiles slightly taller than the grid, and drawn to the screen row-by-row, so that the items (and walls, etc) "closer to the camera" would partly obscure those "further" from it. Do you think it'd be possible?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Ironhand on August 13, 2010, 07:43:40 am
Heheh. It just looks at tiles based on their comparative location to the one being drawn.
So I can still do art that's bigger than 3x3 tiles, by looking farther than 1 tile in each direction.

One thing I'm thinking is decorative floor/wall engravings that repeat every 5 or 6 tiles instead of every one.
How about something with dragonfire? I feel like we could make that look incredibly cool with a bit of work.


As for the 2.5d thing... I'm not sure. I feel like it would look really jumpy with re-drawing and everything,
since it's only the top layer of the tile that we get to look at. I'm going to try to stay fairly close to the
original tileset, at least as a start, to minimize that problem. So I guess what I'm saying is don't count on it.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 08:02:06 am
Also, somebody asked when 0.50 will be released.

0.50 doesn't exist yet. Not even on my computer.
That's not gonna happen until I get my hands on the new tile stuff
and true type font that's gonna be in the next official Toady/Baughn release.

However, I think I'll put together a little something to keep you all happy until then.
If I haven't posted it by tonight, it'll be up by noon tomorrow.
So Wormy, send me anything you've done that I don't have.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 08:06:03 am
'nother question:

Will these tiles always use the colors that they originally had?
Or are they like graphic objects, so they don't take overlays at all?
Or is there a way we can define the colors that are used by the tile?
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: Tormy on August 13, 2010, 08:07:47 am
And sure, something as simple as drawing a dragon across multiple tiles would be trivial.

Heck, you could use a geometry shader and do actual 3D. (Subject to input limitations. You don't get any more data to work with.)

Though I don't know what the performance of that would be. :P

Yeah, but the dragon itself won't "occupy" more tiles actually, only one, just like now. Am I correct? Example:

x= multi-tile gfx additions [tail, wings etc.]
X= position of the dragon
D= Dwarf

Code: [Select]
           xxx
           xXx
           xxx   D

So what happens when D [dwarf] tries to move to tile x? I suppose the dwarf's tile image will overwrite the dragon wing's tile image for example?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 08:09:46 am
Right.

Except actually, the way I'm imagining doing it,
the wing would cover up the dwarf rather than vice-versa.

But I suppose it would be pretty easy to toss a boolean in there
if you want to check for dwarves and not draw a wing if it's covered.

EDIT: To clarify.
None of this stuff is capable of changing game mechanics.
Think of it like a visualizer or something, rather than a game mod.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 08:11:37 am
Yeah, you'd have to account for that. It won't change how the game works at all, just the visuals.

Ironhand: The tile color is something that's explicitly set, pixel-by-pixel, in the fragment shader. You can use the input color you get from DF.. or use the neighbour's, or mix with the neighbour's on tile edges using a pseudo-random perlin noise function, or make it up from scratch. Whatever.

Also, the next release will not have this code in it, just the preliminary truetype stuff. This is going to take a while to get completely working. The one after that, probably.

Lastly, do keep in mind that you'll have the absolute map location of each tile. You don't need to look at neighbours to make them repeat every N tiles instead of every 1 (or even make them not repeat at all, using noise functions), just the location.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Tormy on August 13, 2010, 08:12:30 am
So I was right. Thanks for the clarification....hmmm...visually this will be great, but it will be kinda weird that x creature will step on a dragon's tail instead of trying to hit it. :D Oh well, great news still!
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 08:17:05 am
I think it'll be cool. We could even have a different graphic for a dragon that's avoiding different squares,
like curling around to fight someone in his tail square or something. = P  Oh, mercy, what am I getting into...
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 08:19:44 am
Or merge the tiles, and provide an animation of a dwarf fighting a dragon.  ;D
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 08:22:01 am
Ahahahaha!

Awesome.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Deon on August 13, 2010, 09:02:25 am
Now imagine if the dragon is surrounded... Oh boy.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 09:05:31 am
The thing is, don't creatures usually move into their target's square to fight them?
I feel like that will mess me up...
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Vince on August 13, 2010, 09:11:01 am
The thing is, don't creatures usually move into their target's square to fight them?
I feel like that will mess me up...
Let me do this in pseudocode:
if(tile[x,y].creaturecount > 2)
draw(creature_pile);

:D
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 09:12:44 am
Sadly, we don't /get/ creaturecount.

Such is life.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Vince on August 13, 2010, 09:27:13 am
Sadly, we don't /get/ creaturecount.
Such is life.
I know, I know. Just kidding around.  :P
I couldn't resist the thought of visualizing the piles my wrestler dwarves would make the whole time. Goblin-smashing piles.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: MatrexsVigil on August 13, 2010, 09:46:19 am
I think he's referring to this:

http://www.bay12forums.com/smf/index.php?topic=53180.msg1474500#msg1474500

Thank you!
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: WormSlayer on August 13, 2010, 11:03:53 am
The thing is, don't creatures usually move into their target's square to fight them?
I feel like that will mess me up...

I suppose wrestlers have to be on the same square, but dont weapons reach adjacent tiles?

Having a dorf overdraw a dragon wing isnt so bad anyway? - He jumped on that wing in order to better reach the dragons vital bits with his axe!

Also Toady has kind of established a precedent for weird overdraw with Ballista arrows?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Patchy on August 13, 2010, 12:11:31 pm
Ok, finally decided to give the set a try last night. This is an awesome set Iron and Worm, absolutely marvelous work. But, I do have a few nitpicks, nothing major though. The set did seem to be rather dark, but that's probably something I can adjust with a combo of my monitors settings and slowly brightening up the colours in the colour file. The other one I came across when building a big circular keep over my entrance. The walls didn't go diagonal like they did with phoebus' set. While that isn't a big problem, I can just make square keeps for now, but I do like the circular keeps (hint hint). So maybe we can get a version of your graphics with the walls going diagonal. Also a request for your next animal to sprite, walruses.

Anyways I'll say it again, awesome work guys.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Igfig on August 13, 2010, 12:26:16 pm
Well, since it seems we can do animations, why not just have a dwarf/dragonwing tile do the standard spinning flip-flop pattern (- / | \ -) for two creatures on the same tile?  The code shouldn't be too complicated: if a creature tile has a dragon's head to its right, flip-flop between the existing tile and the dragon's left wing.

That does raise a concern in my mind, though.  How will all this interact with existing tile-animation stuff, like alttiles or the aforementioned flip-flop?  If a dwarf is standing on a dragon's head, will the entire dragon disappear when the animation flips back to the dwarf?  If a wall gets splashed with blood, will that change all the engravings nearby?  Or will absolute positioning be able to handle all that?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 12:44:16 pm
You should think about this as if you're making a new screen from just what you see right now, which is substantially correct.

It's not likely to be a permanent state of affairs, but you probably shouldn't expect a major overhaul right away either. Once we have a somewhat better idea of what we /need/, though, I might have better luck suggesting changes to Toady. I don't really want to guess, though.

It'd  be especially easy if I already have a tileset to point at that attempts to guess at some particular value, however. So have fun!
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: ghostxxx on August 13, 2010, 01:09:25 pm
This is going to be amazing! There is so much potential here, especially if Toady throws us a bone or two.

Speaking of animation. Dwarves are already "moving" so they don't necessarily have to be animated more. Now static environments on the otherhand like walls, gems, statues, aren't really moving and it would be pretty neat if occasionally a gem would sparkle or some dust would fall from a wall.

I also really like the idea of lighting. Pools of light lighting up tiles around them. Would definitely give a reason to build giant shafts in the mountain for the occasional skylight. You can have a skylight falling onto a tomb of a king (I'm thinking the Mines of Moria scene from LOTR).
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 01:21:06 pm
Oh, wow. Yeah, rendering light sources would be EPIC.

But I don't think we can pick up information about a tile yet,
so I don't think we'll be able to do that yet. But it does sound cool.

Now I'm thinking, though, that we could do some cool stuff with
diagonal walls. We could even do more angles than just 45 and 90%.
In fact, I am starting to get all excited about that now... I think I'll
make that one of my first goals when we get to play with this thing.

I am going to make a RIDICULOUS smooth/engraved wall-rendering system.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Maldevious on August 13, 2010, 01:42:59 pm
It seems like we're on the cusp of something big here. Very exciting.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Solace on August 13, 2010, 01:43:49 pm
Light sources would be cool, but there's two problems. Even if we could find the neighbor-source of light and onion out fractional light decrements, we'd most likely need some sort of third tile overlay option to actually make the tiles lighter or darker. Also, unless you want to be completely dependent on skylights to see, you'd need to make some sort of lamp/torch object you'd need to build all over the place.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 01:49:54 pm
We can do the overlay thing. Baughn's already said we can use as many tiles as we want.
But yeah, the problem is figuring out how much light there's supposed to be on a tile.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: WormSlayer on August 13, 2010, 01:52:36 pm
I'm pretty sure we can use shaders to combine multiple tiles. If Toady can be convinced to make it possible, we could have frost and heat haze overlaid based on temperature or maybe damp and warm stone overlays?

I've also been thinking walls could see a lot of new features because of course they always block.

Lighting would be awesome there is a big thread on it elsewhere on the forums. Tomb of Balin style light shafts = win! :)
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 01:54:32 pm
Ooh. Yes, temperature overlays would be really neat..

Dumping lighting or heat info should be pretty simple on Toady's part, so I think there's a good chance we can convince him of that. Still, let's not get ahead of ourselves; there's plenty to work out now. Like how opengl 3.3 works, exactly. :P
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: ghostxxx on August 13, 2010, 01:55:28 pm
Horay for unlimited tiles!
The light source is for aesthetics, so you can have a normal tile set like the way it is right now, with some tiles being a tad bit (just noticeable) brighter. If we can do overlays, maybe it would even be possible to draw sunrays!

I think it would way freaking cool, if

A) Gems inside walls gave off a shimmer to neighboring tiles. Or gems in general gave off shimmers, so let's say when you engrave something with gems, it gets a little glow!

B) Artifacts gave off shimmers and "auras"!
Title: Re: Ironhand's Graphics Set (still waiting for 0.50...)
Post by: WormSlayer on August 13, 2010, 01:59:01 pm
Heck, you could use a geometry shader and do actual 3D. (Subject to input limitations. You don't get any more data to work with.)

Dude...

I may have to think about a 3D tileset at some point :D

*Insert Dungeon Keeper-style graphics fantasy here...
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: ghostxxx on August 13, 2010, 02:00:46 pm
A 3D tileset would be the "freaking amazing"! I have some 3d modeling experience, so if you're going to go the 3D model way, I can help out.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: WormSlayer on August 13, 2010, 02:21:21 pm
A 3D set is a pipe dream for now, we're going to have our work cut out for us just using all these new 2D features when they come online :D

Sparkling or something on gem clusters would be totally doable, rough gems maybe not - That tile still gets used for spider webs and stuff... We may be able to use the colours to tell gems apart though.

While we cant do lighting, we may be able to add some subtle glows around furnaces and stuff though?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 02:33:44 pm
Sure, I don't see why not. :P
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: carebear on August 13, 2010, 02:52:21 pm
Stop making me so excited guys, it makes the wait feel longer!  >:(
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: ghostxxx on August 13, 2010, 02:53:43 pm
So, if we are going to have the ability to overlay tiles, would it be possible to overlay weapons on a dwarf? Say a dwarf equips an axe, will we be able to overlay the axe on the dwarf tile, so it looks like the dwarf has the axe on his back?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: qwert on August 13, 2010, 03:08:08 pm
You know.. on the whole dragon thing..
You could in theory draw the wing tile over the dwarf/ground/whatever tile since you are just adding the wing and not reading it directly from DF.

You could also swap the actual dragon tile to have the wings folded when there are walls on either side...

Heck, you could get a flying animation going when the dragon has nothing but open space around him  :o
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 03:30:25 pm
Good call!

Except vanilla dragons don't fly.

And I'm gonna kinda avoid animations to start off
(other than maybe some flickering glows for magma and furnaces).

But yeah, if I'm drawing the wings and stuff on transparencies, that'll be fine!
I can even put them over floors or trees or water or whatever's nearby.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: WormSlayer on August 13, 2010, 03:32:34 pm
So, if we are going to have the ability to overlay tiles, would it be possible to overlay weapons on a dwarf?

No way to tell what equipment a dwarf has so we will have the same system as now.

You know.. on the whole dragon thing..
You could in theory draw the wing tile over the dwarf/ground/whatever tile since you are just adding the wing and not reading it directly from DF.

You could also swap the actual dragon tile to have the wings folded when there are walls on either side...

Heck, you could get a flying animation going when the dragon has nothing but open space around him  :o

I know right? Dragons are going to be awesome! :D

I'm pretty sure tile drawing will just be iterated through from the top left to bottom right, so wing or dwarf graphic on top would be determined by which side of the dragon he was standing?

Maybe it would be possible to draw the whole screen then do a second pass adding overlays and effects?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 03:58:12 pm
The way I understand it right now,
when it's on the dwarf's tile, it'll be like
"oh, there's a dragon to my left. Draw a wing over me."

Which seems kinda convoluted to me.
I'd kinda rather draw all the parts of the dragon from the dragon's tile.
But maybe that is harder to do. Or maybe I'm not understanding it correctly.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: WormSlayer on August 13, 2010, 04:04:40 pm
Yeah we will be drawing the parts based on the dragon body, but if we want to get the draw order to stay consistent we will have to do extra checking otherwise it will change depending on what order the tiles get processed in:

☺D = wing on top of dwarf
D☺ = dwarf on top of wing

But if we limit the multi-tile thing to just dragons at first maybe it wont be too much of a pain.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Setharnas on August 13, 2010, 04:57:48 pm
when it's on the dwarf's tile, it'll be like
"oh, there's a dragon to my left. Draw a wing over me."

This sounds like asking for the dreaded combinatoric explosion to be taken to supernova levels...  :o


But if we limit the multi-tile thing to just dragons at first maybe it wont be too much of a pain.

Maybe it would be helpful if Baughn could implement the neighbor tile lookup as a second pass, laid over the standard drawing and thus only coming into effect after all information on the current draw frame is already collected?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 05:23:00 pm
Well, basically you just want layers, right? Dragon wings should overlay dwarves, not the other way around?

That's easy.

This is OpenGL.


It's a 3D engine.



All you need to do is alter the Z-value of the dragon tile in the vertex shader, putting it "above" the rest of the tileset.

(To clarify, instead of drawing a dragon-wing when processing the dwarf tile, you'd extend the dragon-tile's coordinates to overlay its surroundings. Somewhat literally - wider than ordinary tiles, and also above the other tiles. *Then* draw.)
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 05:36:49 pm
Counting it up.. you'd need three tiles for a dragon, assuming you want it to be able to fold its wings separately.

- A center tile for its body
- A tile for folded wing
- A tile for unfolded wing

All the combinations you need in-game can be made from combinations and rotations of those, inside the shaders. So, not that much of a combinatorial explosion at all, really. :)
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: WormSlayer on August 13, 2010, 05:40:05 pm
All you need to do is alter the Z-value of the dragon tile in the vertex shader, putting it "above" the rest of the tileset.

Now you mention it thats blindingly obvious... even more possibilities now occur to me... O.o

Also I made a flower :D
(http://i.imgur.com/fdCGK.png)
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 05:52:16 pm
Did I mention you can also specify the Z-value per-pixel in the fragment shader? And that of course all of this supports alpha blending (or any other kind of blending you care to program)?
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Artanis00 on August 13, 2010, 06:32:05 pm
I've never worked with openGL shaders, so if I'm absolutely, completely wrong you can just say so...

Can you link against C/C++ libraries? If that is possible it should be possible to steal the rest of a tile's info with DFHack.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Baughn on August 13, 2010, 06:36:52 pm
You're absolutely, horribly wrong.
(Shaders run on the GPU. They have no access to CPU memory, or ability to run dfhack even if they did.)
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Bloogonis on August 13, 2010, 06:41:23 pm
Pertty Flowers :o
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Artanis00 on August 13, 2010, 06:55:24 pm
You're absolutely, horribly wrong.
(Shaders run on the GPU. They have no access to CPU memory, or ability to run dfhack even if they did.)

That's what I thought, but the question was intriguing enough to be asked anyhow. Thanks.
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Ironhand on August 13, 2010, 07:09:09 pm
Excellent!
I'm looking forward to drawing this dragon!

And I'm still trying to decide exactly how I'm going to do so.
The mock-ups we've been discussing so far suggest a top-down view,
but upon mentally visualizing it, it does not seem to fit with the perspective
that I have been utilizing for my dwarves and creatures up until this point.

So I think I may just go with a great big dragon tile, sort of like I said I wanted
to do at the beginning of this whole project, that just extends a little bit from his tile.
And by a little bit, I mean I'm gonna paint, like, a 50 pixel dragon. Mwahahahahaa!  = D

I still might do something with his wings, though. And I'll definitely play around with his tail.

I'm looking forward to making megabeasts now. They are gonna be AWESOME!
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: WormSlayer on August 13, 2010, 07:39:02 pm
Better flowers: (http://i.imgur.com/QiOZe.png)

Dont forget you still need to draw several hundred other critters like humies and all the missing dorf castes - You can bang those out tomorrow yeah? :P
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Deon on August 13, 2010, 07:54:44 pm
Awesome flowers. They are great now!

I can bang all dwarf castes!
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 13, 2010, 08:00:49 pm
Yeah, I'll do that. = P

But for now, this'll have to do:


I call it 0.48 (http://dffd.wimbli.com/file.php?id=2511).


Less-defined gems.
New plants and bushels for storage!

New water!

New boulder, crown...

New font, which will be replaced by TTFs soon.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 13, 2010, 08:05:28 pm
Oh, also, we got about a thousand downloads between the packaged game and the upgrade pack for this last one!

Phoebus still makes more than twice that easy, but we're gaining! A thousand downloads is a LOT!
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 13, 2010, 08:06:50 pm
Awesome job, I'm checking it now.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 13, 2010, 08:19:35 pm
Nice folder icon :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 13, 2010, 08:22:38 pm
Okay, this is what  I really wanted from this set.

I like phoebus tileset for "smooth" ground tiles which do not get in the way with walls... I was OK with your ground tiles but they looked too "sharp" for me. Now it's just perfect!

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Thundrim on August 13, 2010, 08:53:12 pm
New release, and for the weekend no less! Let there be ale and bloody adventures in a healthy combination! Good times, good times! 

---
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 13, 2010, 08:56:34 pm
I think this thread just had a combinatorial explosion.

I love how quickly it went from 'hmm, maybe we could smooth the edges of water tiles' to 'HERE BE DRAGONS! DRAGONS!'

Quite right too.

Multi-tile ANYTHING will be epic.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Urist McNewb on August 13, 2010, 09:00:33 pm
Ok, I LOVE this tileset. I used to play Genesis mod (loved that too) but went to vanilla so i could use stonesense. now, the one thing i've noticed is that silty clay walls on my screen seem to appear as mushrooms of some sort, and alunite and microcline appear as a weird "T" shaped tree/mushroom? any help would be appreciated. If this is indeed Working as intended, please correct me. :-\
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 13, 2010, 09:03:13 pm
If you still play Genesis, I release 3.0 in 2-3 minutes with all correct tiles.

If you want vanilla, download the file from the link above and it should work.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Maldevious on August 13, 2010, 09:06:46 pm
As always, a fantastic upgrade... and the thought of multi-tile megabeasts is quite tantalizing.

Also, though it won't quite matter in the next release, I think the font looks fantastic, Ironhand. Best yet.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 13, 2010, 09:08:16 pm
Once again, truetype fonts will be broken in the next release.

Well, probably.

You certainly shouldn't depend on them working.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Maldevious on August 13, 2010, 09:08:54 pm
Well, then if they are broken, we have a fantastic font in the mean time.

Dragons...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 13, 2010, 09:09:56 pm
I'll take perfect. And best yet. And fantastic. Thanks all!

Thanks Deon! Are you aware you're using Os for pillars, though?
I think that would look better if you used tile 199 instead.

And yeah, McNewb, you need my inorganic raw files. Make sure you're
using either my packaged download or that you're copying in all my raws.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 13, 2010, 09:10:02 pm
ok, i love that font, it is good one for my tired eyes(4:06 AM here).
what troubles me so far - everything seems .. slightly too sterile.

Quote
If you still play Genesis, I release 3.0 in 2-3 minutes with all correct tiles.
Hell, yeah!

Quote
thought of multi-tile megabeasts is quite tantalizing.
Well..my thread from march about that..for some time i was thinking that it may happen soon, but...
http://www.bay12forums.com/smf/index.php?topic=50974.15
it did not.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 13, 2010, 09:15:33 pm
Oh, and by the way, WormSlayer.

Those first two dwarfs in the the tileset are used for dead dwarves,
but the one farther down is not. It's just used for the adventurer on the map.
When you sent me the ones where they're on their sides I kinda liked it, so I just copied it over,
but for future reference that guy is never used for a dead dwarf so it's kinda silly for him to be lying down.

Just fyi.

I'll fix it for the next release.
I don't think it's a huge deal for now.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Maldevious on August 13, 2010, 09:18:16 pm
Want to talk about sterile?

This is my hospital (using .48)...

Spoiler: Not so sterile... (click to show/hide)

Note the troll corpses, body parts, spatterings of mud, and pools of blood. Now I wonder why all my dwarfs die of infection...
Title: Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
Post by: Solace on August 13, 2010, 09:28:57 pm
We can do the overlay thing. Baughn's already said we can use as many tiles as we want.
But yeah, the problem is figuring out how much light there's supposed to be on a tile.
Well, if you can check if any tile is adjacent, you could make it an onion thing, like I said? Tiles directly in sun get 100% light. Tiles adjacent to a 100% tile get 80%. Tiles adjacent to a 80% tile get 60%, and so on. Of course, it'd be tricky to turn that light back off again... I guess you could (if possible) set all illumination tiles to have a small % chance of self-destroying, which would make the light flickery, and destruction of the light source would eventually put out the light.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 13, 2010, 09:32:05 pm
Yes but the difficulty I think is working out what tiles are even in the sun.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Dearnen on August 13, 2010, 09:34:34 pm
Love the font in the newest update.  And everything is so much less cluttered.  Sweet.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 13, 2010, 09:40:37 pm
but the one farther down is not. It's just used for the adventurer on the map.

Yea I realised that after changing it - Thought I put him back upright :P

Yes but the difficulty I think is working out what tiles are even in the sun.

Yeah this is the problem, all we have to work with is the tile number and colours.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 14, 2010, 12:18:43 am
Lighting is something that I can live with being way off in the distance as far as core DF goes, that's pretty complex stuff and anyway I doubt my pc would cope with the calculations for it.

But multi tile goodness and tile transitions are perfectly good fodder in the meantime. There's so much you could potentially do. It would be sort of poetic if, like, Ironhand's original seed idea of having massive tiles so you could have tiny dwarves and big megabeasts will actually work out!

Just the scary factor of having your dwarves suddenly set upon by some 10-tile wide behemoth would be epic!
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Igfig on August 14, 2010, 12:50:07 am
A thought on actually drawing the dragon:

It might be a good idea to make sure each tile of the dragon's image is a specific part, so people can stand on them without disrupting the overall picture.  The middle should be the head, since it's the highest point and shouldn't really be stepped on.  Also that's where the dragonfire comes out of.

Oh, and 0.48 is awesome as usual.  The new font is nice, and I like how the gems actually look like they're in a wall now.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Zalminen on August 14, 2010, 01:06:40 am
Oo, the possibilities...  :o

One thing that popped in my mind:

Since we will be able to check the adjacent tiles, how about mineral veins / gem deposits that look more continuous?
Even better if they're sparkly as well  :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 14, 2010, 01:34:01 am
About the dragon:
You guys are all so excited about the idea of a semi-multi tile dragon rampaging in your fort, leading to all sorts of FUN.
But in my experience it's more like this:
"The dragon Unxpsylyk the terrible fearsome destroyer of worlds appeared!"
Spoiler (click to show/hide)
"Oh and it is severely wounded from worldgen and rolling around in pain at the edge of the map."
"Oh, now it died."
Spoiler (click to show/hide)

So I propose we have the "dragon lying down" tile fist. :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: RedForty on August 14, 2010, 02:29:54 am
Hey guys,
I'm extremely new to the game and I already love it.

I have a quick question about the way text is displayed with Ironhand's tileset. Is it normal that periods are rendered as blank textures? This is what I see on my main menu:
http://dl.dropbox.com/u/36633/b/dfironhand.png

Sorry for the noob question. I couldn't find a faq and couldn't find it in search. :-/
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Patchouli on August 14, 2010, 02:32:00 am
Hey guys,
I'm extremely new to the game and I already love it.

I have a quick question about the way text is displayed with Ironhand's tileset. Is it normal that periods are rendered as blank textures? This is what I see on my main menu:
http://dl.dropbox.com/u/36633/b/dfironhand.png

Sorry for the noob question. I couldn't find a faq and couldn't find it in search. :-/
It's normal.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Prastary on August 14, 2010, 04:32:06 am
I actually like the new terrain

But old tables were much better, those are too blurry
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Haspen on August 14, 2010, 06:13:40 am
Not using, but following.

Ironhand's tile magic is awesome.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 14, 2010, 06:25:03 am
Want to talk about sterile?

This is my hospital (using .48)...

Spoiler: Not so sterile... (click to show/hide)

Note the troll corpses, body parts, spatterings of mud, and pools of blood. Now I wonder why all my dwarfs die of infection...

heh heh, i was thinking about this:
Quote
everything is so much less cluttered
---

upd: damn, i realized what anims may be used for.... TORCHES and fireplaces, oh god(3 frames and i am done).

upd2(couldn't hold myself after seeing this gfx):
multitile creature anyone, LOL?
Spoiler (click to show/hide)
..interesting wavy-water tiles there, hmm.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 14, 2010, 08:03:34 am
Also trees and bushes with moving leaves and ripples on water, and moving grass, and creatures with some random small movements... The game will become lovely.

And animated fire/smoke which look burning even during still adventure mode turns.

And shining gems and ore.

And swinging chains and ropes.

So many stuff to do!
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blub-dwarf on August 14, 2010, 08:40:24 am
WOW i realy like the water in your post @mcbeer

could someone try to put it in and lets see how it will look like?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 14, 2010, 09:07:48 am
WOW i realy like the water in your post @mcbeer

could someone try to put it in and lets see how it will look like?

i am in progress.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blub-dwarf on August 14, 2010, 09:20:29 am
you got a screen? i have no river near my fort
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 14, 2010, 09:49:34 am
0.48, only water tiles chg(..not exactly colortuned, no hazy tint here ;/..).
Spoiler (click to show/hide)

----
btw, flora is awesome in 0.48 release.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blub-dwarf on August 14, 2010, 10:10:10 am
hoho realy like it,

with a little tweaking it could look awesom
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 14, 2010, 03:51:40 pm
I tried to implement a version of this water and i got this as a result :
Spoiler (click to show/hide)
Here is the modified 0.48 tileset (only the 2 tiles used by water are replaced) for those what want to try :
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 14, 2010, 04:24:02 pm
A rework, trying to kill the too regular waves location :
Spoiler (click to show/hide)

and the tileset corresponding
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blub-dwarf on August 14, 2010, 05:06:48 pm
yes realy like it :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 14, 2010, 05:23:40 pm
Quote
A rework
Wow, nice job.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Randomtask on August 14, 2010, 06:25:04 pm
I have to stop reading this thread backwards. It's like attending the victory party, watching the game-winning field goal, seeing the rookie become the star, tensely observing the opening half, greeting people coming over to watch the superbowl, then heading out to buy chips, dip and beer.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 14, 2010, 08:20:54 pm
While its a little too contrasted for my tastes (you may have noticed I like lots of smooth shading? :P) I do like the wavy style :)

Also, your dwarves have crafted a prototype Ballista, it menaces with pixels of opengl shaded awesome!
(http://i.imgur.com/ZbdH1.png)

Edit: I guess it needs a huge bolt too?
(http://i.imgur.com/NoZ7W.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Maldevious on August 14, 2010, 08:28:42 pm
Wow. If only ballistas actually ever were useful...  I might just build them to see that graphic, though.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 14, 2010, 08:41:12 pm
Yeah I mean it wouldnt even work with the current tile system, just trying out some ideas for stuff we can do when Baughn gets this new stuff in.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 14, 2010, 09:17:12 pm
While its a little too contrasted for my tastes (you may have noticed I like lots of smooth shading? :P) I do like the wavy style :)

Also, your dwarves have crafted a prototype Ballista, it menaces with pixels of opengl shaded awesome!
(http://i.imgur.com/ZbdH1.png)

Jesus. That's beautiful. I wonder if that level of layering complexity is doable.

Do some mock ups of dwaves versus bigger multi-tile creatures :) I mean, honestly I would like to see bronze collussi span maybe 6 tiles wide or something. Although perspective I guess would have to be birds eye for them (and maybe dragons?)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Dearnen on August 15, 2010, 01:23:43 am
 :o The future is looking good.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 15, 2010, 05:08:39 am
While its a little too contrasted for my tastes (you may have noticed I like lots of smooth shading? :P) I do like the wavy style :)

Also, your dwarves have crafted a prototype Ballista, it menaces with pixels of opengl shaded awesome!
(http://i.imgur.com/ZbdH1.png)

Jesus. That's beautiful. I wonder if that level of layering complexity is doable.

Yeah, it looks good indeed...and I think that it will be possible to create gfx stuff like this after Baughn codes in the shader mode. [Displaying the ballista image shouldn't be more "complicated" than displaying a multi-tile dragon afterall.]
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 15, 2010, 06:14:08 am
Absolutely beautiful!
A shame, that trees don't have the correct size in DF to begin with.
Hm... Maybe we could do the same "semi-multitile" thing for trees, too?
So that the "tree tile" from Vanilla DF just represents the trunk and we display a 2x3 or something tree at that place?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 15, 2010, 07:01:51 am
Absolutely beautiful!
A shame, that trees don't have the correct size in DF to begin with.
Hm... Maybe we could do the same "semi-multitile" thing for trees, too?
So that the "tree tile" from Vanilla DF just represents the trunk and we display a 2x3 or something tree at that place?

Shame that it wont be possible to make trees this way...
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 15, 2010, 07:02:58 am
We could totally do something like that if we wanted to.

I think trees need to be great big things with gaps in the leaves
so you can see the dwarves resting in their shade, or whatever.
But yeah, we could definitely have them cast shadows over things.

Lovely ballista. And from what I've heard, that should be easy.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 15, 2010, 07:09:13 am
I was thinking about under/over nonsolvable problem with such method. DF engine simply cannot place dwarf UNDER tile, but nvmd, let's skip it.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 15, 2010, 07:37:03 am
I'm moving DF over to a layered output engine in general (to deal with truetype), so don't count your dooms until they.. hatch? Er.. right.

At any rate, it probably wouldn't be too much work for Toady to run multiple passes over the dwarf/adventure-mode map, giving us both the ground tile and the dwarf on top.. or the ground, the chair, the dwarf and the miasma. It'd probably be at most four layers (plus the text, which doesn't count), and shaders can handle at least sixteen, so yeah. :P

That's very much future planning, pure wishful thinking really, but I'm starting to think it'd be a reasonable request. :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 15, 2010, 07:38:57 am
I'm moving DF over to a layered output engine in general (to deal with truetype), so don't count your dooms until they.. hatch? Er.. right.

At any rate, it probably wouldn't be too much work for Toady to run multiple passes over the dwarf/adventure-mode map, giving us both the ground tile and the dwarf on top.. or the ground, the chair, the dwarf and the miasma. It'd probably be at most four layers (plus the text, which doesn't count), and shaders can handle at least sixteen, so yeah. :P

That's very much future planning, pure wishful thinking really, but I'm starting to think it'd be a reasonable request. :)

Indeed! :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Zulithe on August 15, 2010, 10:04:58 am
I'm moving DF over to a layered output engine in general (to deal with truetype), so don't count your dooms until they.. hatch? Er.. right.

At any rate, it probably wouldn't be too much work for Toady to run multiple passes over the dwarf/adventure-mode map, giving us both the ground tile and the dwarf on top.. or the ground, the chair, the dwarf and the miasma. It'd probably be at most four layers (plus the text, which doesn't count), and shaders can handle at least sixteen, so yeah. :P

That's very much future planning, pure wishful thinking really, but I'm starting to think it'd be a reasonable request. :)

Indeed! :)
It sounds great. I know a lot of us, especially the modders, are excited. Do you anticipate this will impact performance very much? One of the biggest complaints of DF how taxing it can be on a system, particularly in light of how low-tech the graphics are. But... yeah, I know you are keenly aware of this. Just a concern. I'm sure I'm not alone here.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Prastary on August 15, 2010, 10:14:08 am
Do you anticipate this will impact performance very much? One of the biggest complaints of DF how taxing it can be on a system, particularly in light of how low-tech the graphics are. But... yeah, I know you are keenly aware of this. Just a concern. I'm sure I'm not alone here.

Probably it will not impact performance on hi-tech 400W graphics monster with all required shaders...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 15, 2010, 10:18:38 am
It'll inevitably affect performance somewhat. I'm not sure in which direction, though you can just turn it off - while playing, if you like.

If you have the aforementioned 400W graphics monster, you'll probably be fine. :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 15, 2010, 10:23:11 am
Do you anticipate this will impact performance very much? One of the biggest complaints of DF how taxing it can be on a system, particularly in light of how low-tech the graphics are. But... yeah, I know you are keenly aware of this. Just a concern. I'm sure I'm not alone here.

Probably it will not impact performance on hi-tech 400W graphics monster with all required shaders...
Mało zabawne.
I am not using that device for DF, i explained my reasons already. TBH, any concerns about eventual performance hit is around: laptops with intel chips, netbooks, umpc's, etc. - anything that uses integrated gfx card;
I can imagine ZERO perf problems on portables with dedicated gfx card..

And marvellous possibilities for modders, oh yes.
Sorry for my 3 cents(again)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 15, 2010, 10:50:26 am
any concerns about eventual performance hit is around: laptops with intel chips, netbooks, umpc's, etc. - anything that uses integrated gfx card;
It will be more likely that it won't work at all on those machines.

Quote
I am not using that device for DF, i explained my reasons already.
Are you sure that beast has not some decent kind of power saving?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ghostxxx on August 15, 2010, 11:18:14 am
For all of those with laptops, check something called Undervolting. Allows you to reduce your core temperature without a performance hit. Which in turn allows you to overclock/ run things on high performance.

Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: pugi on August 15, 2010, 11:19:33 am
Absolutely beautiful!
A shame, that trees don't have the correct size in DF to begin with.
Hm... Maybe we could do the same "semi-multitile" thing for trees, too?
So that the "tree tile" from Vanilla DF just represents the trunk and we display a 2x3 or something tree at that place?

Shame that it wont be possible to make trees this way...
Spoiler (click to show/hide)

This is possible. You can make something like 24x24 pixel sized trees, expand the tile to 36x36 pixels with the tree remaining in the upper left corner and then add the shadow in the lower right corner. Then you move the tile so the trunk is in the middle of the tile (-3 pixels in x- and y-direction) and the shadow is on the lower right of the tree. You can even vary the x- and y-movement by a random amount like +-4 pixels so multiple trees look nicely next to each other. And you have to make sure that the tiles are rendered from top left to bottom right, so other trees are placed above the shadow of the ones on the left/above.

I could make a little sketch of what i mean if it is too complicated, but i am lacking the motivation :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 15, 2010, 11:31:46 am
For all of those with laptops, check something called Undervolting. Allows you to reduce your core temperature without a performance hit. Which in turn allows you to overclock/ run things on high performance.
Only if you're really, really lucky.

Undervolting makes your machine less stable. Undervolting and overclocking, when you usually overvolt to get the most from overclocking?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 15, 2010, 11:34:25 am
And you have to make sure that the tiles are rendered from top left to bottom right, so other trees are placed above the shadow of the ones on the left/above.
No need for this. Use the alpha channel of the tree (if you aren't using it for something else; you could also use one of the channels of some other tile for five channels total, in which case you'd want to bundle four tiles' worth of extra channel into a fifth.. get it?) as a Z-level offset, and let OpenGL's usual Z occlusion testing deal with getting the shadow right.

Pretty sure OpenGL doesn't guarantee anything about rendering order anyway.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 15, 2010, 11:52:11 am
Pretty sure OpenGL doesn't guarantee anything about rendering order anyway.
*nods* Transpancy and draw order. That topic is worth it's own chapter!  ::)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 15, 2010, 11:58:08 am
Right. If you use separate drawing calls that's one thing, but the entirety of DF is drawn with a single glDrawArrays call.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 15, 2010, 12:10:04 pm
For the shader-enhanced version of the tileset I'm thinking something like this:

background
   default to a generic ground tile if its an object
   blend with surrounding tiles as needed

object
   use alpha for proper transparency and tint with foreground colour

trim
   same as above but with background colour

overlays/effects/etc.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deltaway on August 15, 2010, 12:44:23 pm
This is exciting indeed. So it looks like you can divide all types of objects into two groups: single-tile (e.g. trees, dwarves, rocks, water) and multi-tile (e.g. ballistae, ballista arrows, catapults, pumps, windmills, workshops).

From there you can further divide the single-tile group based on how they are affected by the Shading Paradigm Shift:
-remains single tile with no modification: (e.g. creatures, containers)
-remains single tile, but with modification based on surrounding tiles: (water-land transitions, double doors)
-is extended to multiple tiles: (megabeasts, trees)

One issue I see with some of the extended graphics is that sometimes the original anchor tile will be obscured (a dwarf walking through a door, combat).
-With single-tile reactive-behavior objects, this would usually cause the tile to change to another form (a dwarf walking through a double door would make the other side a single door).
-With single-tile extended objects, it just causes the disappearance of a larger entity (a larger dragon disappears when covered by a dwarf tile in combat).

Trees don't suffer from any of these effects because they aren't reactive and can't be displaced by a creature, provided you can make adjacent trees overlay well.

With multi-tile objects, you have:
-non-interactive (windmills)
-interactive (siege weapons, workshops)

But none of these (that I know of) suffer from same problems because you should be able to display them the same way whether or not they have arrows or dwarves in them, especially since there are very few existent interactions.

So at this point it's definitely looking like the most difficult issues (before the actual artwork, of course :D) can be made completely irrelevant by multiple passes providing the information about all objects in a tile, not just the visible one.

It would also open up a slew of possibilities! For example! I know that up until now we have no canonical evidence for dwarven knees, but what if they could sit down?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 15, 2010, 03:16:40 pm
Do not beat me, but imagine now overlay with "bubble" over head of troubled Dwarf with selected(in prefs) data displayed there + kbd shortcut to turn it on/off..things like: "I catched a fish lately", "I ran away from Aligator", etc, etc. or stats, whatever is hooked.

...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: KillHour on August 15, 2010, 04:40:09 pm
Do not beat me, but imagine now overlay with "bubble" over head of troubled Dwarf with selected(in prefs) data displayed there + kbd shortcut to turn it on/off..things like: "I catched a fish lately", "I ran away from Aligator", etc, etc. or stats, whatever is hooked.

...

Can't do any of this, currently.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Aklyon on August 15, 2010, 05:53:11 pm
Do not beat me, but imagine now overlay with "bubble" over head of troubled Dwarf with selected(in prefs) data displayed there + kbd shortcut to turn it on/off..things like: "I catched a fish lately", "I ran away from Aligator", etc, etc. or stats, whatever is hooked.

...

Can't do any of this, currently.
maybe a green/red/orange bubble to show hapy/sad/meh-ness?
or can we not access any of that data at all?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Maldevious on August 15, 2010, 05:58:16 pm
Although I am incredibly excited by these potential new-fangled changes, I thought I'd ask if there are still plans to move forward with other aspects of the set that would look killer if finished. I'm thinking specifically human and elves. The goblins and dwarfs in this set are sublime, but the other races would be a fantastic addition. I know that eventually they are on the docket, just wondering how far off these potential new additions have moved them.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 15, 2010, 06:47:46 pm
Oh, that's my problem to get around to.
Don't worry, it will definitely happen eventually.

This week I'm on vacation, and soon after that I'm headed back to school.

But when I do get back to spriting, I will take a look at humans and elves. And kobolds.


...
And yeah, we don't get any real information from the game. Sorry.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Acanthus117 on August 15, 2010, 06:50:21 pm
My ultimate wish is for a complete set of sprites for all the possible jobs for humans, so I can play my modded game with this awesome graphics set thing of awesome and stuff.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 15, 2010, 07:01:42 pm
I know it is.

And you're not the only one.

Rest assured that it is an eventual goal.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Acanthus117 on August 15, 2010, 07:04:43 pm
Thank'ee kindly, my good sir.

*bows*
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 15, 2010, 07:21:21 pm
Well, we should at least be able to animate dwarves that happen to be in the middle of workshops. Pretty unambiguous, that case.

Hm. I could also add in a feedback texture, to let you store a bit of data between frames, but.. we'll see how it works without that first, 'kay?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 15, 2010, 07:35:27 pm
Well, we should at least be able to animate dwarves that happen to be in the middle of workshops. Pretty unambiguous, that case.

For some workshops but it will depend if they have specific tiles in them that we can fix on with 100% certainty every frame?

Ironically the dwarf himself will be obscuring the centre tile that identifies a lot of workshops!

Will we limited to checking immediately adjacent tiles or can we look farther afield?

Hm. I could also add in a feedback texture, to let you store a bit of data between frames, but.. we'll see how it works without that first, 'kay?

This would be used for...? :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 15, 2010, 07:51:36 pm
Well, we should at least be able to animate dwarves that happen to be in the middle of workshops. Pretty unambiguous, that case.

For some workshops but it will depend if they have specific tiles in them that we can fix on with 100% certainty every frame?

Ironically the dwarf himself will be obscuring the centre tile that identifies a lot of workshops!

Will we limited to checking immediately adjacent tiles or can we look farther afield?
You can check as far afield as you like, of what's currently being displayed. There are memory bandwidth and cache limits, but you probably won't ever see them; you're more likely to hit cycle limits, with if statements and such. Try not to use those. :P

Custom workshops wouldn't have the problem you mentioned, and it seems pretty reasonable to think that most workshops will become custom eventually.
Quote
Hm. I could also add in a feedback texture, to let you store a bit of data between frames, but.. we'll see how it works without that first, 'kay?
This would be used for...? :)
For example, storing the amount of time a dwarf has been standing in a workshop (so the animations don't all match up, and he doesn't start in the middle of the animation cycle when he first enters it), or to deal with the aforementioned problem by remembering what tile was under the dwarf. Though that might be troublesome and glitchy to do.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 15, 2010, 07:58:57 pm
You can check as far afield as you like, of what's currently being displayed. There are memory bandwidth and cache limits, but you probably won't ever see them; you're more likely to hit cycle limits, with if statements and such. Try not to use those. :P

Thats what I was hoping but my programming skills are somewhat limited, how about: I write a mess of if statements then you optimise them? ;)

For example, storing the amount of time a dwarf has been standing in a workshop (so the animations don't all match up, and he doesn't start in the middle of the animation cycle when he first enters it), or to deal with the aforementioned problem by remembering what tile was under the dwarf. Though that might be troublesome and glitchy to do.

Being able to track changes would be super-useful in decoding everything - The only thing better would be to have things like dorfs passed to the renderer separately from the environment? :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blueeyedlion on August 15, 2010, 09:50:33 pm
I am confused by all this talk of multi tile creatures, are they going to be added officially by the toady one?  or will they be modded graphically ONLY and still actually be just one tile for the calculations and such?  or will this graphics set mod the creature to be multiple tiles in graphics and calculations?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 15, 2010, 10:58:21 pm
modded graphically ONLY and still actually be just one tile for the calculations and such?

This :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 15, 2010, 11:05:58 pm
Something like a pandemonium lord that occupy only 1 tile despite being visually bigger in Tile version of Dungeon Crawl ?
(http://img52.imageshack.us/img52/934/25103870.jpg)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 15, 2010, 11:08:44 pm
IMHO that would work.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 15, 2010, 11:09:19 pm
Very much like that :D

If we were feeling fancy, we could check if it was an enclosed space like a narrow tunnel and display a different graphic of the creature hunched up or something.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blueeyedlion on August 15, 2010, 11:16:00 pm
I can see the newb's demise now:

"ha, that 5 tile big dragon will never get through my 1 tile wide hallway, I am safe forever."

*dragon walks through the hallway and proceeds to kill most of the dwarves*

"WTF!!  noooooooo!!"

^this shouldn't be able to happen, either I don't understand it fully, or many newbs with this graphics set will be very confused and angry.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 15, 2010, 11:22:39 pm
Newbs should not play with graphic sets.

Or newbs should not affect the quality of graphics.

Something like that.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: 3 on August 15, 2010, 11:24:24 pm
It's not like the creatures will actually be more than one tile in size, anyway. They'll just look a bit tall.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blueeyedlion on August 15, 2010, 11:29:57 pm
ooh.  I didn't understand it fully.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 15, 2010, 11:40:25 pm
Creatures being allowed ot be visually bigger that the 1 tile they always occupy would then lead into more places for the pixel artists to do their magic instead of being lmited by a small tile, trying to squash all the details of the creatures in there.
That can be only good.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 16, 2010, 05:27:54 am
I can see the newb's demise now:

"ha, that 5 tile big dragon will never get through my 1 tile wide hallway, I am safe forever."

*dragon walks through the hallway and proceeds to kill most of the dwarves*

"WTF!!  noooooooo!!"

^this shouldn't be able to happen, either I don't understand it fully, or many newbs with this graphics set will be very confused and angry.

Hm....while we are at it....multi-tile creatures in 1 tile wide tunnels will look weird I guess...:D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 05:34:02 am
Which is why if multi-tile creatures get made, there will need to be checks looking to see if there are walls right next to the creature.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Wavecutter on August 16, 2010, 06:28:25 am
The amount of awesome being generated in this thread is stupendous.

 That being said I have a nit pick. On the embark screen plains are displaying as solid black.
Spoiler (click to show/hide)


In this image I have highlighted a region of the plains to demonstrate what it would look like when
displayed within the embark square.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: LINKedup on August 16, 2010, 08:03:55 am
Something that no one has seemed to mention with this whole multi-tile business is that now when we make double wide walls, they won't have those weird looking "holes" in them because we will be able to extrapolate and make them all smooth and pretty looking.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 16, 2010, 08:39:31 am
In this image I have highlighted a region of the plains to demonstrate what it would look like when
displayed within the embark square.

That looks like my bad, I'll fix it for the next release :)

Something that no one has seemed to mention with this whole multi-tile business is that now when we make double wide walls, they won't have those weird looking "holes" in them because we will be able to extrapolate and make them all smooth and pretty looking.

Good call, I'll put that on the list of stuff to do with walls :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 08:55:09 am
Hmm, I never make double wide walls but I guess that's a good idea.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 16, 2010, 09:16:39 am
Wormslayer asked me this in a PM, but I'll reply here:

When displaying tiles, they are currently automatically resized to the on-screen tile size using the high-quality Lanczos algorithm; this makes them look far better than OpenGL's linear interpolation, and saves texture memory. Due to technical constraints, all tiles in one texture array have to be the same size in-memory.

This does not easily allow multi-tile creatures, however. So I've come up with an alternative, extending the tileset descriptor syntax a little (and yes, you'll have to write it this way now):

Code: [Select]
An example tileset title
# Lines starting with # are ignored
array base 1.0
base.png 16 16

# As are empty lines
array large 2.0
large.png 2 4
more_large.png 3 7

array variant 8.0 mipmap
barbarbaz.png 8 8
The basic idea is that you get to specify multiple texture arrays, and explicitly specify the a tile size for each one. "texture foo 1.0" creates a texture array, each texture(tile) in which is the same size as a standard on-screen tile; 2.0 makes them twice as large in each dimension, and if the size you'll render them at varies you can additionally specify "mipmap" to, well, mip-map the tile. Doing so doubles its size, mind you. :P

Inside your shaders, the array name names the sampler; for "array base 1.0", you'll also need a "uniform sampler2DArray base;" in your fragment (and possibly vertex, but probably not) shader.

You can still specify as many PNGs per texture array as you want; those are just concatenated, same as before.

One caveat: OpenGL only guarantees you access to two textures, including arrays, and one is already taken by the tile array. I will of course test for this, and abort if necessary. That said, my teeny little 8600M allows 32 of them. :P

To be clear: The first tile in base.png and large.png are both numbered 0, but exist in different texture arrays.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Prastary on August 16, 2010, 09:44:10 am
Will the 80-tiles screen width requirement be finally removed?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 16, 2010, 09:46:21 am
No.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 16, 2010, 09:47:10 am
Too bad, but i hope Toady will consider it one day, for people playing tiles on small windowed DF, it is very very annoying to not be able to display the tiles as big as if we played on larger windowed DF.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 10:57:40 am
I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

Baughn: do you have access to the way that DF automatically downsizes the tiles and can you make it a toggle in the init?


edit: see below
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Prastary on August 16, 2010, 11:03:22 am
I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 16, 2010, 11:03:51 am
Nice one Baughn - I'm starting to run out of unreasonably complicated new things to ask for :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 11:31:00 am
I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.

Haha. Jeez, I never knew that was what that option actually did. D'oh!

Thanks for the heads up..
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 16, 2010, 03:20:25 pm
I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.
Oh man, so that's it. Thank you so much :).
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 16, 2010, 05:35:20 pm
New stairs, very similar to the old ones, just a bit sharper?
(http://i.imgur.com/Lp6mg.png)

And some new broken arrows.
(http://i.imgur.com/W6jTq.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 16, 2010, 05:58:12 pm
Hello! I'm new to DF and the forums, but I did some messing around this weekend and wanted to share.

I've been exploring the libgraphics code (and listening to all this talk of shaders) for a couple weeks now, and thought I'd try adding a little shadow effect.

So, I got out RenderMonkey, wrote the shader, and hacked a fullscreen effects pass into the engine:

Spoiler (click to show/hide)

Crap! Floors in Ironhand's tileset are already really dark!

If I change the effect to a glow instead of a shadow (that is, alpha-blended white instead of alpha-blended black), you can get an idea what it's doing:

Spoiler (click to show/hide)

Can you see it if I crank the brightness up in Photoshop?

Spoiler (click to show/hide)

Hmmm.... 

What do you guys think? Is this at all worth pursuing?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 16, 2010, 06:13:01 pm
Hi :)

I could see the effect fine in the first shot but I'm fussy about my monitor calibration :P

Thats sweet though :D

The only reason I'm hesitant to say "Hell yeah keep working on it!" is that it may not play nice with whatever Baughn is doing?

New floor hatches:
(http://i.imgur.com/1XQ88.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 06:23:49 pm
I like the hatches, and I like the shape/size of the stairs but I think they need to be a bit dirtier ala the ones in the set already. Those ones look a bit too 'clean.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 16, 2010, 06:27:39 pm
Quote
The only reason I'm hesitant to say "Hell yeah keep working on it!" is that it may not play nice with whatever Baughn is doing?

Yeah, I assume I'll need to reintegrate with whatever shader infrastructure Baughn is doing if I pass this code on to him - I don't know how far along he is on that stuff.

It's a fullscreen effect, though, so it should be mostly independent from any changes to the tile rendering. Next step would probably be keying off per-tile height maps instead of the current stupid hack (tiles 176, 177, and 178 are hardcoded to cast shadows.) But that's more likely to conflict with any changes to tile loading, so I haven't done anything like that.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 16, 2010, 06:59:38 pm
Quote
What do you guys think? Is this at all worth pursuing?
Excellent, if you could add netcf gui for shader edit/change(something like MGE for Morrowind, if i remember right) when idea consolidates.
---
How i see it now:
You are very near to adding visual candy like torch light ambient areas, if only (1 of)shader(s) would work for exact(set) tile on given world area...omg.

Extraploating idea - you are close to make night/day OUTSIDE possible(if you could hook time lapse in some way + above about light sources), are you aware of that?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Maldevious on August 16, 2010, 07:03:50 pm
The only issue with day/night outside I could see is that, well the days and nights would literally be seconds each. It'd be like those seizure-causing Pokemon cartoons.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 16, 2010, 07:06:21 pm
Sounds like a cute effect. What's a seizure or two between friends? :P

And I'll have the "standard" shader up and working tomorrow, once I sort out the texture arrays, so you can see how it's all supposed to work. I'll just paste the code here, it's not all that many lines. :)

(Feel free to suggest improvements, too. I'm not all that good with shaders yet.)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 16, 2010, 07:07:20 pm
The only issue with day/night outside I could see is that, well the days and nights would literally be seconds each. It'd be like those seizure-causing Pokemon cartoons.
Not really.
There are methods for make real DATE and just night/day cycle independent(and it would be only way, thus tolerable, if set properly).
I would like to tell you how i see it in my mind:
if it's night, dwarves outside have visibility radius determined by shader(lets name it torchshader..), which trigger is determined by [light][outside] together + day/night cycle clock, so inside is still bright.
Imagine winter night and walk for fish.
Adittionaly, by adding object(workshop) "torch" being hooked to "torcheffect" we could make ...exactly what torch is made for(hheh).

I am just dreaming about far future, maybe impossible future, but i am finding fun in thinking about that.

One more thing - i just realized about possibilities, if such shader effects could be hooked to position of EVENT(i.e small flash over fight tiles, etc etc).
Tell me, is it possible to monitor/capture events data in some way?
i mean - getting output what is happening + coords + details?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 16, 2010, 07:24:17 pm
Well, there's always the "read gamelog.txt" option...

Hmm.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 16, 2010, 07:30:27 pm
Well, there's always the "read gamelog.txt" option...

Hmm.

...ok, so can i log everything what is happening on map, literally?
any switches for changing logging levels?
i am just not familiar, but it interests me suddenly.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 16, 2010, 07:32:02 pm
Sorry. What you see in that file is what we get.

I could parse it before writing strings out (the gamelog-writing function is in libgraphics), which at least cuts out the filesystem. I'd want to check with Toady first, though.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 16, 2010, 07:34:32 pm
Since light and the absence thereof have no actual effect in-game we could have an arbitrary day/night cycle that just looks nice?

Assuming we can figure out some way to tell which tiles should be lit up... But we could do things like put little torches on smoothed walls every few tiles? (Like DK :P)

Also more than walls casting shadows, I wanted to do this:
(http://i.imgur.com/vW5XC.png)

Well, there's always the "read gamelog.txt" option...

Hmm.

So we could check for events that happened since the last frame was rendered?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 08:10:15 pm
Assuming we can figure out some way to tell which tiles should be lit up... But we could do things like put little torches on smoothed walls every few tiles? (Like DK :P)

Also more than walls casting shadows, I wanted to do this:
(http://i.imgur.com/vW5XC.png)

My DK loving self salutes you.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 16, 2010, 08:25:07 pm
Depending on how close DF mechanics would let you get, a DK mod could be ultimate win?

*slap*slap*slap* work faster imps! :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 08:50:32 pm
I would settle for Good Old Games doing up DK so it actually ran on modern PCs :)

I think though that DF has to be heavily inspired by it (never checked what Toady says his inspirations are), and it does a fair job of standing up to some of the mechanics (like the AI, which is arguably the most impressive aspect of DF - the so-called 'imp logic' in DK would hold up to modern standards of AI), and obviously in terms of dungeon crafting its miles more advanced. The things it's not quite up there with are probably the combat, until we get proper seiges and stuff - even though DK was never a masterful game when it came to the fighty bits (largely zerg rush tactics), it was incredibly satisfying.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 16, 2010, 09:17:20 pm
It's possible to get DK2 working on quite a lot of systems. Sadly it hates my shiny new main, but it runs fine on other win7 boxes that arnt quite so pimped.

On newer video cards the trick is to disable hardware rendering and play it in software mode - It looks almost the same.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 16, 2010, 09:39:53 pm
Can't be doing with DK2, never liked it. It wasn't 'official' Bullfrog, all the talent had left. It lost all the charm of the original and with the newer 3D graphics ended up looking much uglier somehow.

DK is the only one for me, and it's a trial to run it - badly - on XP, and impossible on later OSs. It basically only runs perfectly on Win95, even Win98 doesn't handle it properly.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 16, 2010, 11:51:17 pm
DK is the only one for me, and it's a trial to run it - badly - on XP, and impossible on later OSs. It basically only runs perfectly on Win95, even Win98 doesn't handle it properly.

//offtopic
There's a KeeperFX (http://www.keeperklan.com/forums/52-KeeperFX/page2?order=desc) that is a modification (more like a whole recoding in fact) of DK1 made to run on modern OS , multiple resolution and adds several features and it is open source.
//end of offtopic


Those shaded walls on your mockup screenshot are amazing WormSlayer.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 17, 2010, 12:14:19 am
The full download for KeeperFX seems to be dead :(
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 17, 2010, 12:15:04 am
Also more than walls casting shadows, I wanted to do this:
(http://i.imgur.com/vW5XC.png)

That one's easy in theory - just put the shadow on unrevealed tiles instead of walls:
Spoiler (click to show/hide)

But figuring out "unrevealed tiles" is more of a challenge - to make that picture, I set shadows on tile 32 (space) which has interesting effects on the interface:
Spoiler (click to show/hide)

And the cursor gets a bit lost in all this blackness:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 17, 2010, 12:25:58 am
Excellent, if you could add netcf gui for shader edit/change(something like MGE for Morrowind, if i remember right) when idea consolidates.

Yeah, right now I have to restart the engine to change shaders - it's pretty painful. A RenderMonkey plugin or something would be pretty neat, but time-consuming to write. (And Windows-only, too.)

You are very near to adding visual candy like torch light ambient areas, if only (1 of)shader(s) would work for exact(set) tile on given world area...omg.
Extraploating idea - you are close to make night/day OUTSIDE possible(if you could hook time lapse in some way + above about light sources), are you aware of that?

Yeah, post effects are fun! Lighting opens up a lot of cans of worms, though - the tilesets use all these bright primary colors (for good reason!) so you'd have to be careful not to get hue-shifting. And in any case, there's still nothing to cue lighting effects... libgraphics doesn't know if a tile is outside or inside, what the weather is...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 17, 2010, 05:53:23 am
Also more than walls casting shadows, I wanted to do this:
(http://i.imgur.com/vW5XC.png)
I would REALLY love it.

Also, grats with the new avatar, Baughn :).
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ratbert_CP on August 17, 2010, 09:06:42 am
Ummm...  Just thinking out loud here...  If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors?  Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?

Just thinking out loud...

BTW, IH and WS are doing a most excellent job!  If my monitor had better resolution, I wouldn't even think of another tileset...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 17, 2010, 09:13:06 am
The full download for KeeperFX seems to be dead :(

//off topic
that mirror (http://www.keeperklan.com/downloads.php?do=file&id=56) is not dead
but be sure to get the patches (http://keeper.lubie.org/html/dk_keeperfx_dwnld.php) that are always up too, that fixes some problems of the main release.
//off topic
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 17, 2010, 09:38:05 am
Ummm...  Just thinking out loud here...  If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors?  Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?
Yes, sure, that would be pretty easy. I'll accept patches. ^_^

But seriously, that's what text mode is for. Though I suppose graphics might be a handy ability, it'd take a lot of gruntwork.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ratbert_CP on August 17, 2010, 09:58:48 am
Ummm...  Just thinking out loud here...  If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors?  Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?
Yes, sure, that would be pretty easy. I'll accept patches. ^_^

But seriously, that's what text mode is for. Though I suppose graphics might be a handy ability, it'd take a lot of gruntwork.

But how much info is passed via text mode?  I suppose it would be possible to read in the raws, then back out the ASCII/color combination for each tile to figure out what it is...  And that's effectively what you're doing...  Hmmm...  I guess I'm wondering if it's possible to sneak in even earlier in the text mode pipe, and get the data even before the curses lib gets it.  And then port it to the Windows client...  :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 17, 2010, 01:54:31 pm
That looks pretty good ginsweater! But yeah making sure it always works correctly is a bit more tricky :P

Once Baughn gets the font rendering working we can ignore any side effects with the text.

But how much info is passed via text mode?

Pretty sure its just [character, foreground, background]
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 17, 2010, 02:01:53 pm
Same as with every other mode. The only real difference is that you can't combine text and graphics. :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 18, 2010, 05:32:10 am
Just got an idea:
Different tiles for different zoom levels? Would that be possible?
So we could have something like this (http://img842.imageshack.us/img842/3940/interiortest733612.jpg) if we really wanted (minus the perspective perhaps)?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 18, 2010, 06:15:54 am
The full download for KeeperFX seems to be dead :(

//off topic
that mirror (http://www.keeperklan.com/downloads.php?do=file&id=56) is not dead
but be sure to get the patches (http://keeper.lubie.org/html/dk_keeperfx_dwnld.php) that are always up too, that fixes some problems of the main release.
//off topic

Thanks for posting about KeeperFX! Had never heard of it. This is mindblowing. DK is literally my favourite game ever, if it actually runs on Vista I will be impressed.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 18, 2010, 06:17:25 am
Just got an idea:
Different tiles for different zoom levels? Would that be possible?
So we could have something like this (http://img842.imageshack.us/img842/3940/interiortest733612.jpg) if we really wanted (minus the perspective perhaps)?
That's actually an awesome idea. It would require lots of work, but being able to change 18px dwarves into 6px dwarves would be awesome for quick zooming without weird resizing by the program. That's what all modern games do with 3d objects.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 18, 2010, 06:22:12 am
Is that DF graphics mock up or is from some game? Nice art.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 06:33:58 am
Size-dependent tile choice can be done (slightly inefficiently) in a shader; tile size is one of the parameters you get to play with.

Show me what it's good for, and I'll optimize it in libgraphics. :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 18, 2010, 06:54:29 am
What is it good for? Man.

Try to zoom out on ANY tileset. What do you see? Blurry round images. If we could replace creature tiles with smaller versions we could make similar but more recognizable images and even ICONS when everything is zoomed out.

So you could have maximum details when zoomed in, medium details on overview zoom and icons on far zoom. It would be awesome.

Actually, good strategy games do this too, or at least try.

Example: Civilization 4 resizes units when you zoom with a wheel, and when you zoom out it turns cities into icons and map into a flat texture, plus you can see icons representing units; upcoming Elemental turns the world map into "paper" map with drawn images instead of models when you zoom out, etc.

P.S. A crazy idea which could be done using this method: you could (either by swapping images on different zoom levels or certain hotkeys) switch graphics with ASCII without quitting the game, It could be good for planning/quick overview etc.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 07:12:31 am
I've already got online tileset switching (and renderer switching, actually) in my development code, so it's not actually good for that. :P

But what I mean is, it already resizes automatically (using lanczos!), and the new tileset format allows you to specify a different default tile size from the actual .png size.

So you can provide a 64x64 tile, set magnification to 0.25, and have the automatic resizing produce a 16x16 tile by default.. while zooming in will still get you higher-quality tiles. I'd like to see that your approach is superior to that, before I add it in. ;)

The actual shader code you'd have to write is pretty much trivial, so it's not really wasted effort if I decide "yes".
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 18, 2010, 07:32:41 am
Baughn: I think Deon means switching to a different tileset when zooming out and switching back when zooming in,
so we can use icons instead of downscaled graphics when zoomed far out. Like making a 3x3 workshop to a little symbol or something.

Zooming in seems to be covered if you downscale the "fully zoomed in" 64x64/whatever tileset like you said, but switching the tileset here can do some good, too.
We could use "iconized" chests and so on in default view and when we zoom in, we see a super-detailed view like in the mockup I posted (source: unknown by the way).
I doubt every 64x64 tile for maximum zoom level looks good downsized when zoomed out - not because lanczos is bad, but because it is too "natural" and so too indistinguishable from afar. It all becomes a blend of earth colors.
Example: Gems in a rough wall. They would have to be really HUGE and unnatural on the 64x64 tile, so that we see them at all on 16x16.
Example 2: Mason's workshop. default zoom level: like we have it now a bit "iconized", zoomed in: super-detailed, realistic, zoomed out: an icon
http://img683.imageshack.us/img683/7305/newcanvasiz.jpg

But you have most of it already in your code, so: HOORAY! :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 07:54:11 am
OKay, I get the idea. :)

Still, I'll implement this once there's a tileset capable of demonstrating its usefulness, and not a moment sooner. :P

The required (fragment) shader code would just be something like this, after all:
Code: [Select]
in vec3 tile; // Don't worry about the 3D-ness of these coordinates. It'll be obvious when you see the full code.
uniform sampler2DArray normal;
uniform sampler2DArray iconic;
===
if (DISP_X <= 8)
  gl_FragColor  = texture(iconic, tile);
else
  gl_FragColor = texture(normal, tile);

(Incidentally, DISP_X is a constant, so the if should get optimized away. Huh. I guess I don't need to implement anything for performance at all, actually...)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 18, 2010, 08:04:26 am
What is it good for? Man.

Try to zoom out on ANY tileset. What do you see? Blurry round images. If we could replace creature tiles with smaller versions we could make similar but more recognizable images and even ICONS when everything is zoomed out.

So you could have maximum details when zoomed in, medium details on overview zoom and icons on far zoom. It would be awesome.

Actually, good strategy games do this too, or at least try.

Example: Civilization 4 resizes units when you zoom with a wheel, and when you zoom out it turns cities into icons and map into a flat texture, plus you can see icons representing units; upcoming Elemental turns the world map into "paper" map with drawn images instead of models when you zoom out, etc.

P.S. A crazy idea which could be done using this method: you could (either by swapping images on different zoom levels or certain hotkeys) switch graphics with ASCII without quitting the game, It could be good for planning/quick overview etc.

Another example -> Elemental - War of Magic [..to be released on aug. 24th]
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 18, 2010, 08:16:55 am
He mentioned Elemental :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 18, 2010, 08:38:58 am
He mentioned Elemental :)

Yeah (http://www.bay12forums.com/smf/index.php?topic=25374.0).  ;D

*edit* Lol heh....Planned release date: Mid-February 2010. :P

*edit #2* Man I am FUBAR today...I thought you meant that I mentioned Elemental lol........ :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Rose on August 18, 2010, 08:41:09 am
OKay, I get the idea. :)

Still, I'll implement this once there's a tileset capable of demonstrating its usefulness, and not a moment sooner. :P

you mean those 8x8 tilesets?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 18, 2010, 09:15:31 am
Actually, since this is a 3D engine... custom mipmaps? At least I think Photoshop gives you the option to provide the images for mipmaps (when saving to DDS) instead of generating them. Can they be non-power-of-2, btw?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 18, 2010, 09:19:08 am
Do you mean if I make a tileset with different sizes you will implement it?

Because yeah, my main pont is that beautiful tilesets with many details look ugly when zoomed out and you have to strain your eyes to see what's going on.

If they would be replaced by icons, it would be MUCH easier. So 3 states (max zoom in, medium and max zoom out) would be enough.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 18, 2010, 09:27:44 am
Supreme Commander comes to mind. Strategic zoom...  it'd actually be kinda nice if the "strategic view" simplified terrain type visuals and showed the units and buildings as simplified pictograms, with different colors and symbols. Especially if they could be made larger than the normal tile size, so they stick out.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 18, 2010, 09:28:41 am
The only argument against it right now is that I'm not sure DF really warrants that level of time investment. Rarely do you need to zoom out in order to do anything.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 18, 2010, 09:45:06 am
The only argument against it right now is that I'm not sure DF really warrants that level of time investment. Rarely do you need to zoom out in order to do anything.

Viewing megaprojects, planning, using it as a map/for a screenshot...
But right, you won't really PLAY in that perspective.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 18, 2010, 09:51:14 am
Only because of lacking mouse support.

Hey, any chance this could interface with the mouse addon project thing? It's somewhere around here too I think.

edit: Yup. (http://www.bay12forums.com/smf/index.php?topic=62301.0)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 11:23:00 am
Actually, I figured out that (because it's comparing two constants), doing this bit of tileset switching in the shader would have absolutely no cost at all.

So there's nothing for me to implement. The infrastructure I'm already working on can already handle it.

As for pre-mipmapped images.. sure, that's trivial to implement, if you want it.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 18, 2010, 11:45:22 am
Well, if it's even more trivial to have conditional tileset switching then...

wait...

Did anyone else think "palette cycling" just now? Since the number of tiles we can use will be more or less unlimited, we could easily animate water, especially with shaders. Animate trees and grass too, by swapping out relevant tile sheets between frames. Can that be done, Baughn?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 11:48:56 am
Not by this method, but in general sure, yes. We discussed it a few pages back.

Oh, and the number of tiles aren't unlimited; they're limited by available graphics memory. Given that they take four bytes per pixel, this might be more of a limit than you think. It won't be a problem given sane artists, though. :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: KillHour on August 18, 2010, 12:29:10 pm
Well, since all this stuff is getting implemented, I'd like to bring up something I suggested awhile ago.

How about an option for HQx (http://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms) scaling?  It would look significantly better than Lanczos, IMO.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: qwert on August 18, 2010, 12:32:11 pm
Not by this method, but in general sure, yes. We discussed it a few pages back.

Oh, and the number of tiles aren't unlimited; they're limited by available graphics memory. Given that they take four bytes per pixel, this might be more of a limit than you think. It won't be a problem given sane artists, though. :P

Hrm, given no overhead my card can support 16 777 216 (http://www.google.com/search?hl=en&q=4+gigabytes+%2F+256+bytes&aq=f&aqi=h1&aql=&oq=&gs_rfai=) 16x16 tiles  :o

EDIT: It's an HD 5870, and DXDiag claims it to have 4070MB, but from what I can tell it is only a 1GB card ???

Still well over 4 million tiles in any case.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 18, 2010, 12:43:51 pm
Mine would hold 9765625 16x16 tiles then. What kind of monster GPU are you packing, anyway?
(er, also remember that 4GB isn't what Google thinks. In GPUs, HDDs and RAM, a GByte is 1000000000 bytes.)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 18, 2010, 12:57:28 pm
As for pre-mipmapped images.. sure, that's trivial to implement, if you want it.

But the PNG format cant contain MIP levels, only DDS and the like do?

Edit - Wow I just had a flashback to me hand-crafting mip levels for Quake 1 textures :D

Different tiles for different zoom levels? Would that be possible?

The scaling on zoom thing is one of the reasons I'm thinking about making a 3D tileset. While it wont help so much with tiny, zoomed out tiles being hard to distinguish, it should mean any mid-large tile size will look nice without having to make multiple versions of every tile.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 01:00:41 pm
I'd just have to require that you store it somewhat like how it looks in http://en.wikipedia.org/wiki/File:MipMap_Example_STS101.jpg. :P

Also, in GPUs and RAM, a GByte is 1024^3 bytes.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 18, 2010, 01:04:31 pm
Doh of course! I've even used that method of mip mapping before :F
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tywuzhere on August 18, 2010, 03:54:26 pm
This looks awesome, downloading it right now, and I'll give it a shot. My monitor should handle it, but we'll have to see.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Aklyon on August 18, 2010, 03:57:08 pm
This sounds more like a future graphics thread now, but I'm not complaining. It all sounds Awesome.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 18, 2010, 04:03:33 pm
The scaling on zoom thing is one of the reasons I'm thinking about making a 3D tileset. While it wont help so much with tiny, zoomed out tiles being hard to distinguish, it should mean any mid-large tile size will look nice without having to make multiple versions of every tile.

Maybe you could just take more detailed control over filtering? That's one of the big advantages of shaders in 2D graphics IMO - you're not locked into bilinear scaling. You can actually control which mipmap your shader samples if you like - use the textureLod() function instead of texture().

Signed distance maps (http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf) are popular for "vector"-looking graphics, for example, and there are tools available to make them from high-res black-and-white images. Maybe you could use an SDM for a really nice smooth outline, and add a low- or mid-res bilinear-filtered color map?

That would require some way to provide additional texture inputs to the pixel shader beyond the current color/alpha tile maps. Baughn, have you thought about that at all? I know you're making a bunch of changes to the texture atlasing...

Multiple inputs would also allow foreground color masking, which I think people have mentioned here before. And personally, I'd be excited about the possibilities that would be opened up by adding depth maps to the tiles.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 18, 2010, 05:00:57 pm
Maybe you could just take more detailed control over filtering?

And personally, I'd be excited about the possibilities that would be opened up by adding depth maps to the tiles.

After checking out those hqnx examples KillHour posted above I dont see why not as long as they dont eat too much gpu time.

I guess I'm having a slow day, but what could we use depth maps for? :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Aklyon on August 18, 2010, 05:01:36 pm
z-levels below graphics?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 18, 2010, 05:04:36 pm
Z-level below just gets it's own 3 or 4 tiles. At the very least we may be able to make it look less weird. Still a great shame we cant have more than 1.5 z-levels visible at a time...

Only things I can think of are stuff like dorfs standing in ground mist and shallow water sort of situations?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: LucasUP on August 18, 2010, 06:26:08 pm
All this technical jargon is getting me uncomfortably excited.
Can't wait to see this stuff implemented.
I may accidentally pull a few levers... IN MY PANTS
ehem...
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 06:38:00 pm
That would require some way to provide additional texture inputs to the pixel shader beyond the current color/alpha tile maps. Baughn, have you thought about that at all? I know you're making a bunch of changes to the texture atlasing...
Assuming I can get texture arrays to work (I will, by hook or by crook, but I'm really annoyed by the lack of good opengl debugging options in linux right now), then yes. Discussed it a little while back, but you can define tilesets to include any number of 2D texture arrays, each containing any number of tiles.

The non-shader modes just use the first 256 tiles of the first array (modulo graphics-mode, which I've thought a little about but won't deal with until I've got this bloody thing working), and if you don't explicitly name an array in a shader (or #ifdef it out based on runtime-defined constants, heh) it isn't loaded at all in shader-mode, so there's no overhead to that.

Meanwhile, you get any number of sampler2DArrays, each of whatever tile-size and layer-count you like.

That's sufficient, right? Or did you have something else in mind?

EDIT: Oh, I should probably allow you to specify other options than RGBA for loading the tilesets. No point in using four bytes per pixel if only one channel is meaningful, after all..
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 18, 2010, 06:45:11 pm
Oh, by the way. Simple explanation of shader-mode constraints: It requires directx 10-capable hardware.

It does not require directx 10. I'm still using opengl. But you do need a gpu that, hypothetically, if you were to install vista or w7, could run directx 10.

(Some weaker GPUs will probably still be able to run it, by emulating lots of things in the driver. Performance will suck.)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 18, 2010, 07:26:04 pm
Assuming I can get texture arrays to work (I will, by hook or by crook, but I'm really annoyed by the lack of good opengl debugging options in linux right now), then yes. Discussed it a little while back, but you can define tilesets to include any number of 2D texture arrays, each containing any number of tiles.

I had to debug a graphics driver crash in Linux once, years ago. I feel your pain.
I'm curious - had any luck with gDEBugger (http://www.gremedy.com/gDEBuggerLinux.php)? I keep meaning to try it - it sounds really great - but have heard nothing from anybody about whether it works.

Meanwhile, you get any number of sampler2DArrays, each of whatever tile-size and layer-count you like.

That's sufficient, right? Or did you have something else in mind?

That should be plenty. I might still do some experiments with additional deferred passes (that's where my interests lie) but a lot of the stuff I'm thinking might be hackable with adjacent-tile lookups.

Only things I can think of are stuff like dorfs standing in ground mist and shallow water sort of situations?

My head is obviously too deep in lighting and shadow stuff! I was imagining various lighting effects that become possible with depth information. Ground mist effects are a neat idea, though! I bet I could do really cool miasma as an overlay...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Artanis00 on August 18, 2010, 07:34:31 pm
Only things I can think of are stuff like dorfs standing in ground mist and shallow water sort of situations?

My head is obviously too deep in lighting and shadow stuff! I was imagining various lighting effects that become possible with depth information. Ground mist effects are a neat idea, though! I bet I could do really cool miasma as an overlay...

Like this, perhaps?

http://blog.wolfire.com/2010/04/Soft-Particles
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Turambar on August 18, 2010, 07:38:53 pm
That is not what soft particles are for.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 18, 2010, 07:52:18 pm
My head is obviously too deep in lighting and shadow stuff! I was imagining various lighting effects that become possible with depth information. Ground mist effects are a neat idea, though! I bet I could do really cool miasma as an overlay...

Lighting and shadows would be pretty freakin awesome! :D

Miasma/dust/etc. is also something I was thinking about - At the very least we can add some semi-transparent edges to it even if we cant tell whats underneath.

Particle systems? Well shit I'll use them if someone can hack them in :D

It's going to be a lot of work just figuring out how to use all these new features never mind making the graphics :F
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 18, 2010, 08:25:40 pm
Miasma/dust/etc. is also something I was thinking about - At the very least we can add some semi-transparent edges to it even if we cant tell whats underneath.

Honestly, I think I may be completely hamstrung just by the fact that it's way more fun to code up effects and say "Look what I could do in theory!" than it is to actually put stuff in the game.  ;D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Artanis00 on August 18, 2010, 10:16:44 pm
That is not what soft particles are for.

Possibly. I was thinking about the concept behind them more than the particle part itself.

Basically, my train of thought was "depth maps to cloud effects to- hey, there's this neat effect over at the wolfire blog with nifty cloud effects via depth maps, maybe they'd like to see."

We don't have all the tile info, though, so blending cloud effects like that is kinda silly. At least until we can talk Toady into making multiple passes as mentioned earlier.

Hopefully that's clearer?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Prastary on August 19, 2010, 03:58:45 am
Oh, by the way. Simple explanation of shader-mode constraints: It requires directx 10-capable hardware.

 :'( :'( :'(
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 19, 2010, 04:25:39 am
Such is life. Earlier generations of cards aren't flexible enough; they're too focused on 3D graphics.

I might be able to backport some of this later, but no promises.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 19, 2010, 04:38:58 am
Quote
It requires directx 10-capable hardware.
All right guys, maybe let's forget about it then.
It's becoming ridiculous a bit now.
Actually, my only need is having nonrestricted tile assignement(any number OF TILES) system.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 04:56:14 am
It looked like this:
(D)esigner: This car can have a TV!
(C)rowd: Yay!
(D): Also it will have a rocket engine!
(C): Yippee!
(D): Also it can fly and swim underwater!
(C): Awesome!
(D): It will cost 10 million dollars.
(C): ...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 19, 2010, 05:01:44 am
Quote
It requires directx 10-capable hardware.
All right guys, maybe let's forget about it then.
It's becoming ridiculous a bit now.
Actually, my only need is having nonrestricted tile assignement(any number OF TILES) system.
That's Toady's part and it will be done. And you certainly won't need DX10 Hardware for it.
Vote for "Full graphics support" here (http://www.bay12forums.com/smf/eternal_voting.php), if you haven't already :)
We just try to have it earlier, which is hard, and needs the hardware, don't forget that.

Quote
It looked like this:
(D)esigner: This car can have a TV!
(C)rowd: Yay!
(D): Also it will have a rocket engine!
(C): Yippee!
(D): Also it can fly and swim underwater!
(C): Awesome!
(D): It will cost 10 million dollars.
(C): ...

Let's not forget that we are trying to work around given limitations here.
It's not that DF would necessarily need DX10 hardware to show some eye candy (like a tile for everything or "surrounding-aware" tiles) if some things were implemented from the start.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 05:03:39 am
I don't say that it's bad, it just looked like that :). I have DX10 compatible cards on 2 PCs but my Laptop won't handle it, so it's not critical but a bit sad.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 19, 2010, 05:08:00 am
I don't say that it's bad, it just looked like that :). I have DX10 compatible cards on 2 PCs but my Laptop won't handle it, so it's not critical but a bit sad.

I agree to that. :)

But this situation has always happened and will always happen with computers.
"Ah, I need a CD drive now!" "Oh, I need a 3D accelerator now! "Ah, I need DX10 hardware now!" and so on.
The problem here is that DF still looks like a game from the nineties, so we don't see the hardware hunger justified.
"It has shit graphics, why do I need a good gfx-card for it?" Well, because gfx-cards with their shaders can do more than just graphics.
Hell, our university even uses a rack of PS3 for parallel computing.
Of course, we wouldn't REALLY need the shaders if Toady implements some things, but he has better things to do. :D (That villages are SO AMAZING!)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 05:34:06 am
About villages: I would rather see working dwarven halls and forest retreats before villages. Humans get too much love :). But whatever, it goes offtopic.

We need Ironhand to show up and upload a few more tiles, so we could all yell "awesome" and "godlike!".
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Prastary on August 19, 2010, 05:44:56 am
It's becoming ridiculous a bit now.

Its completely super-over-ridiculous for a graphics such as in DF...

(But of course I'm happy than Baughn sacrifices his time trying to improve DF, even if I will not benefit from it)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 05:49:07 am
It's totally okay for a game where you have only so much to change :). You should understand that it's either yes or no. DF graphics are very limited, so it requires many resources to "improve" them.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 19, 2010, 06:28:20 am
Keep in mind that I'm doing this in large part to figure out what is possible. I *will* be backporting useful ideas to the cpu-only modes to the degree that is possible, but this way I can have you help figure out what that is.

And some ideas, of course, would never really be possible on the cpu at all. I figure it's better for some people to be  able to use them than nobody. DX10-class hardware is just going to get more and more common, anyway.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 06:31:39 am
Quote
I figure it's better for some people to be  able to use them than nobody.
I agree. It will leave an option to find a working hardware rather than just dream about graphics :).
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 19, 2010, 06:35:37 am
Well then, if this transpires then DF will be able to blend into the crowd of modern commercial games. More or less. Although "requirements" would be somewhat low (2GHz single core, 1Gb RAM, any video card), the "recommended" specs would be sort of impressive - 3GHz dualcore, 4Gb RAM, DX10-capable video card. If Ironhand and Wormslayer go completely overboard, we can make that "DX10-capable video card with at least 1Gb VRAM". Would be fun.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 19, 2010, 06:58:49 am

The problem here is that DF still looks like a game from the nineties, so we don't see the hardware hunger justified.

And it is why i am worried NOW.
Believe me, it is NOT A PROBLEM, only thing that is ridiculous is still same method for handling tiles, imo.
Personally - if DF would look like, let's say Elona i wouldn't play it. Never ever.
Ascii was great for ADOM, but i needed DFG set to accept DF and it was ENOUGH(until i realized how tiles are handled, oh god, how BAD it is...).
Although i would have few missing effects(torches, FOG OF WAR), but to be honest, i am afraid what way it may take regarding masses of brainless consumers novadays(if it's not shining, it's useless -you know, typical console user mind-type:/).

So, i am afraid, because, shining dx10 DF is not exactly main thing to do, while whole lots of things are needed to be done first:
- soap fixes,
- new GUI for handling i.e. 45 types of plants in LOGICAL way(SORTING! - absolutely neccesary, imo),
- new GUI/overlay elements - i need MORE pernament info in screen(mood of chosen being, statuses etc) - i am aware how many things are going on ingame - problem is - i CANNOT READ about it(that's why i was horny about idea of bubbles AND question about how much can we log), cannot see it, etc.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 19, 2010, 07:03:36 am
So, i am afraid, because, shining dx10 DF is not exactly main thing to do, while whole lots of things are needed to be done first:
- soap fixes,
- new GUI for handling i.e. 45 types of plants in LOGICAL way(SORTING! - absolutely neccesary, imo),
- new GUI/overlay elements - i need MORE pernament info in screen(mood of chosen being, statuses etc) - i am aware how many things are going on ingame - problem is - i CANNOT READ about it(that's why i was horny about idea of bubbles AND question about how much can we log), cannot see it, etc.
Well, no one here can do anything about this.
All programming is Toady's work. He just outsourced the graphics part to Baughn and co. And he can't change the GUI (well not so much as you want ;D) .

Quote
masses of brainless consumers
As if they would have fun with DF, where losing is fun. :D The gameplay will not change.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 07:06:39 am
You totally miss the point, McBeer.

DX10 is required to make graphics WITHOUT making Toady to make it. That's the main reason why Baughn is so busy with it, because it's him, not Toady One doing graphics. Toady One still works on the game content, so I don't see a reason of your post at all.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Urist McFail on August 19, 2010, 07:15:53 am
Hmm.
I don't usually post, as I prefer lurking, but for the few posters lamenting the need for a more powerful gx card; I don't understand what the problem is.

If your laptop cannot handle this lushness (which is an added feature) just stop reading this thread.
What you don't know, will not hurt you in this case.

For you, there will be no difference in terms of hardware because the current system will still be supported.
For the majority of people using DF, they won't even be aware of this thread and it will not affect them.

I use DF on my Desktop PC with its 1.5 kilowatt psu and my NETBOOK with intel GX chip using under 150 watts, personally, whilst on the laptop, I prefer using ascii, and have occasionally used Ironhands or Maydays gx pack.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Urist McFail on August 19, 2010, 07:19:38 am
A feature which I would like would be something like 'picture in picture' so I can be monitoring a seige or trap whilst attending to other issues.

Perhaps using the current 'tab' system to split te gui into 3 with a map, menu and another map that is indepentantly scrollable.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 19, 2010, 07:35:42 am
Quote
don't see a reason of your post at all.

Quote
If your laptop cannot handle this lushness (which is an added feature) just stop reading this thread.
You know what, it's good idea.
(unsuscribed - my languague skills are too low to explain properly what i had on my mind, i am not against THESE ways of overriding engine possibilities, i am not sorry for MAC and linux users for lack of directx, btw).
Good luck.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 07:37:59 am
Man, it's not rediculous, it's the only way to do it now. And you just want to argue :).

I really don't understand why don't you like someone doing something they (and others) like. For example I may not like some indie tools but I just don't use them and don't type in that thread.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 19, 2010, 08:00:14 am
something you said about "He can't do as much as you want" and deleted before I could quote.
Nope. He has NO ACCESS to this information. That's how programming works - encapsulation.
He doesn't even have the full source code of Dwarf Fortress!

Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 19, 2010, 08:37:23 am
Hmm.
I don't usually post, as I prefer lurking, but for the few posters lamenting the need for a more powerful gx card; I don't understand what the problem is.

If your laptop cannot handle this lushness (which is an added feature) just stop reading this thread.
What you don't know, will not hurt you in this case.

For you, there will be no difference in terms of hardware because the current system will still be supported.
For the majority of people using DF, they won't even be aware of this thread and it will not affect them.

I use DF on my Desktop PC with its 1.5 kilowatt psu and my NETBOOK with intel GX chip using under 150 watts, personally, whilst on the laptop, I prefer using ascii, and have occasionally used Ironhands or Maydays gx pack.

Agreed. It's pointless to complain in a situation like this.  :o
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: carebear on August 19, 2010, 09:23:10 am
Exactly. It's time to start seeing DF as a brand new game. If your PC is old you can still run it alright, but not with maximum graphics. :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 09:34:41 am
Actually you can still run it with maximum graphics.

The stuff Baughn makes is his own project and is not related to actual representation of DF itself (which won't be upgraded at least for a dozen of years because Toady One has other stuff to do before that).

The fact that Toady One allows Baughn to upgrade the graphical part is a miracle by itself, so let's stop complaining.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 19, 2010, 09:46:19 am
This is just a little bit upside down. It'd be trivial to fix in-shader, but every instruction has its cost; I'd rather fix it on the DF side, where it's free (done per-resize, not per-frame).

This is not DF, but it's running the same graphics code as DF. It can also play back DF .cmv files, so I'll get you a proper DF-like screenshot later tonight.
(http://brage.info/~svein/shaded.png)
Code: [Select]
An example new-style tileset
# The first array specified *always* sets the base tile size.
# More specifically, the first .png file in that array.
# Oh, and this is a comment. Blank lines work too.
array base 1.0
base.png 16 16

# And here's a double-size copy of the same tiles, which is admittedly ignored by this fragment shader.
array extra 2.0 mipmap
base.png 16 16
Code: [Select]
#version 140 // -*- Mode: C++ -*-

// Default vertex shader. It uses 6 vertexes per tile; depending on profile results, it might be
// better to use a single one (a point), and convert that to triangles in a geometry shader.

// Inserted by DF:
// GRID_X: Number of tiles (horizontally)
// GRID_Y: Number of tiles (vertically)
// DISP_X: Horizontal tile size, in pixels
// DISP_Y: Vertical tile size, in pixels
// vec4[16] colors: colors.txt
#line 9

// Inputs from DF. DO NOT RENAME!
in vec4 screenpos;      // Normalized device location for this vertex
in ivec2 rel_tile;      // rel_tile.xy  = screen location.
in int gl_VertexID;
uniform uvec3 abs_tile; // abs_tile + rel_tile = fort location
uniform float time;     // Seconds since DF was started
// Buffer containing DF screen data
uniform usamplerBuffer tile_array;

// Output defined by OpenGL
out vec4 gl_Position;   // Location to actually draw the vertex at
// Output to fragment shader. Feel free to use whatever.
flat out vec4 color_fg, color_bg;
// Three-dimensional texture position. The actual tile to use is in z,
// but we also need texture coordinates ranging from 0 to 1.
smooth out vec3 texpos;

uint get_data(ivec2 loc) { return texelFetch(tile_array, loc.x * GRID_Y + loc.y).r; }
uint get_tile(uint data) { return           data & 0x00ffffffu; }
vec4 get_fg(uint data) { return colors[int((data & 0x0f000000u) >> 24u)]; }
vec4 get_bg(uint data) { return colors[int((data & 0xf0000000u) >> 28u)]; }

void main() {
  // Write the position through.
  gl_Position = screenpos;
  // Compute the foreground and background colors
  uint data = get_data(rel_tile);
  color_fg  = get_fg(data);
  color_bg  = get_bg(data);
  // Compute the texture position. Notice how we prefer a bit of extra calculation to ifs..
  // Though TODO: We can save quite a lot of work with a geometry shader.
  vec2 coords[6] = vec2[](vec2(0,0), vec2(0,1), vec2(1,0),
                          vec2(1,0), vec2(0,1), vec2(1,1));
  texpos = vec3(coords[gl_VertexID % 6], get_tile(data));
}
Code: [Select]
#version 140 // -*- mode: C++ -*-

uniform float time;     // Seconds since DF was started

flat in vec4 color_fg, color_bg;
smooth in vec3 texpos;

// Texture array according to the tileset
uniform sampler2DArray base;

void main() {
  // gl_FragColor = color_fg;
  vec4 color_tex = texture(base, texpos.yxz);
  gl_FragColor = mix(color_bg, color_tex * color_fg, color_tex.a);
}
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: qwert on August 19, 2010, 10:08:08 am
Just a note, about only 1 in 5 gamers (http://store.steampowered.com/hwsurvey/) do not have DX 10/11 compatible cards, the first of which were released 4 years ago. (Heck I just bought a card to replace one that died, and it was only ~$30 (http://www.newegg.com/Product/Product.aspx?Item=N82E16814125251), fully DX10 compatible).
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 19, 2010, 10:28:06 am
Go Baughn! :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Classico on August 19, 2010, 10:52:53 am
Hello all, I've finally registered after lurking in here for many many months. Ironhand, Wormslayer, thank you muchly for the graphics set. Mayday got me into Dwarf Fortress, but you've both kept me hooked. I hope you two, Baughn, and Toady keep up the awesome work!
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 19, 2010, 01:34:11 pm
Mein Führer! I can walk! :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Classico on August 19, 2010, 01:50:47 pm
[BOOM]

We'll meet again, don't know where, don't know when...

/end derail

Back on topic. When talking about computers, the smart ass used to ask if it could run Crysis. In the future, it'll be "Yeah, but can you run Dwarf Fortress?"  8)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 01:54:55 pm
Mein Führer! I can walk! :D
Huh?

Just a note, about only 1 in 5 gamers (http://store.steampowered.com/hwsurvey/) do not have DX 10/11 compatible cards, the first of which were released 4 years ago. (Heck I just bought a card to replace one that died, and it was only ~$30 (http://www.newegg.com/Product/Product.aspx?Item=N82E16814125251), fully DX10 compatible).
My card costs 10$ (Geforce 9800) and it supports it too. My previous card (Geforce 8600 which died) served me a few years before that and it had dx10 support too. Honestly, you can miss one movie in iMax and buy yourself a Directx10 card. Well, unless you're like me spending all your money on your son and wife. But I've bought the card before so that's okay :D.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 19, 2010, 02:34:10 pm
Huh?

Classico's avatar is Dr. Strangelove (http://www.imdb.com/title/tt0057012/) - Absolutely classic movie, Peter Sellers at his best, cant recommend highly enough! :D

Also it's true, you can pick up dirt cheap DX10+ graphics cards now, I dont think anything less is even available?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ghostxxx on August 19, 2010, 02:34:23 pm
This is great work guys! Keep it up! You're leaps and bounds beyond what I can contribute, but if there is anything you need, don't be afraid to post a request.

P.S.
Elona was a sweet game. Graphics were a bit rough, but I loved the concept.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Prastary on August 19, 2010, 03:30:30 pm
My card costs 10$ (Geforce 9800) and it supports it too. My previous card (Geforce 8600 which died) served me a few years before that and it had dx10 support too. Honestly, you can miss one movie in iMax and buy yourself a Directx10 card. Well, unless you're like me spending all your money on your son and wife. But I've bought the card before so that's okay :D.

In many cases its not so simple, bacause to use a new card you must change almost whole computer (e.g. mainboard still with agp)... So it's not silly 10$.

Back to the theme - Ironhand you could throw us some graphical bone or you will have another few pages of offtop :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 19, 2010, 03:40:50 pm
Mein Führer! I can walk! :D
Huh?

Just a note, about only 1 in 5 gamers (http://store.steampowered.com/hwsurvey/) do not have DX 10/11 compatible cards, the first of which were released 4 years ago. (Heck I just bought a card to replace one that died, and it was only ~$30 (http://www.newegg.com/Product/Product.aspx?Item=N82E16814125251), fully DX10 compatible).
My card costs 10$ (Geforce 9800) and it supports it too. My previous card (Geforce 8600 which died) served me a few years before that and it had dx10 support too. Honestly, you can miss one movie in iMax and buy yourself a Directx10 card. Well, unless you're like me spending all your money on your son and wife. But I've bought the card before so that's okay :D.

Huh? You probably meant $100 at least. :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 19, 2010, 03:50:35 pm
Huh? You probably meant $100 at least. :P

No, really - here (http://www.newegg.com/Product/Product.aspx?Item=N82E16814127472) is a $34 card that should be able to run shader-mode. Probably there are cheaper cards out there, that was the one I found in 30 seconds.

The real problem - and the reason most commercial games still have some legacy support for DX9 hardware - is laptops and all-in-ones. Of course, DF has legacy support for older hardware as well...

Back to the theme - Ironhand you could throw us some graphical bone or you will have another few pages of offtop :)

How about this? This is a mockup in Rendermonkey (ATI's shader editor) of depth-blending, which Artanis and I were talking about before the derail of the derail. Please excuse the cheesy Photoshop Cloud texture I used as noise:

(http://i36.tinypic.com/2lu7w2o.png)

As I see it, next job is to get some prettiness up and running to justify this semi-fancy hardware.

In 3D, you have to do all this crazy spherical math to do depth-blending, but in 2D it's dead simple. Here's the shader:
Spoiler (click to show/hide)

We don't have all the tile info, though, so blending cloud effects like that is kinda silly. At least until we can talk Toady into making multiple passes as mentioned earlier.

Pretty much, although as WormSlayer said, it might be possible to do something neat around the edges. And Baughn foolishly said that multiple passes might not be unreasonable!  :P
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 03:53:53 pm
No I've bought it for 10$ because I've got it in a "used computer parts" shop where people sell hardware when they upgrade. You can buy new one for around 80$, but you don't need 9800 for this case because there're other much cheaper cards with DX10 support. And you can get AGP cards with DX10 support, but usually they are expensive, around 75 bucks, so yeah...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 19, 2010, 04:02:22 pm
How about this?
(http://i36.tinypic.com/2lu7w2o.png)

Yeah its great for foggy effects - Also we could do a sharp transition at a certain "height" for dorfs standing in pools of various depth.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 19, 2010, 04:51:03 pm
No I've bought it for 10$ because I've got it in a "used computer parts" shop where people sell hardware when they upgrade. You can buy new one for around 80$, but you don't need 9800 for this case because there're other much cheaper cards with DX10 support. And you can get AGP cards with DX10 support, but usually they are expensive, around 75 bucks, so yeah...

$10 for a used 9800 is still a very good deal! ;) Anyway...yeah..the DX10 compatible cards are very cheap.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 19, 2010, 05:05:00 pm
ginsweater: You'll want to use mix instead of your explicit math to set the fragcolor, since it should be slightly faster. Otherwise looks good, though of course it'd be a sampler2DArray in the real thing. ;)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Stakudomer on August 19, 2010, 06:41:17 pm
This isn't a tileset anymore, it's a graphical megaproject!  :D

I may start using this instead of Mayday's set, now. The walls and ground look really nice, smoothed floors don't make me dizzy, and having a ridiculous amount of graphically distinct mushrooms makes me really happy for some reason.

I don't much care for the water and loose stone/ore tiles, though. The water doesn't look liquid at all; it resembles whipped cream to me. Stone and ore are too similar to each other and are, well, kind of ugly. I much preferred the second batch here (http://www.bay12forums.com/smf/index.php?topic=53180.msg1391768#msg1391768), though a few Tile Magic™ veins on the ore chunks might help them stand out more.

Now if only my aging PC could support DX10 video cards...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 19, 2010, 06:59:44 pm
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Aklyon on August 19, 2010, 07:32:18 pm
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?
DF can run on a crappy 225MB RAM, 6-year-old laptop if you have the patience for constant <=5 FPS. (If you think thats oddly specific, its because thats how my previous computer was. Ugh.)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 19, 2010, 07:48:16 pm
Speaking of mushrooms:
(http://i.imgur.com/kwBlP.png)
Edit- Some of those mushrooms look like a job for Dwarfio? :D
(http://img94.imageshack.us/img94/299/dwarfio.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: omglazers on August 19, 2010, 08:19:09 pm
(http://img94.imageshack.us/img94/299/dwarfio.png)

O_O

 :'( Im so happy.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Stakudomer on August 19, 2010, 08:30:26 pm
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?

It's not that old...

I've got a 2GHz dual-core with 3GB RAM and a Geforce 7900 GS. I can run 3v3 Supreme Commander on not-lowest settings, but the card lacks the extensions you specified and the motherboard uses AGP so I can't upgrade any further. My framerate in DF is fine, though I've yet to hit the 200 dwarf population cap...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 19, 2010, 09:24:30 pm
Since everyone hates on the skull corpses, how about cliché skull n crossbones? :P
(http://i.imgur.com/0pfWN.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Setharnas on August 19, 2010, 09:29:10 pm
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?

It's not that old...

I've got a 2GHz dual-core with 3GB RAM and a Geforce 7900 GS. I can run 3v3 Supreme Commander on not-lowest settings, but the card lacks the extensions you specified and the motherboard uses AGP so I can't upgrade any further. My framerate in DF is fine, though I've yet to hit the 200 dwarf population cap...

I can top that. 32b CPU (Athlon XP 3000+) with 2GB and a 7600GT. I play Oblivion with 230+ active mods (including OBSE-mods) and a handpicked set of texture upgrades - not perfectly fluid, but 15-25 fps, which I consider perfectly playable. But the GPU won't run OGL3.x either - and I prefer food on the table over a roguelike on steroids.  :P

*Edit* And yay for pirate skulls'n'bones.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: omglazers on August 19, 2010, 09:50:46 pm
Since everyone hates on the skull corpses, how about cliché skull n crossbones? :P

It's not accurate, but hell, its easy to spot! I like it !
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Dearnen on August 19, 2010, 10:13:50 pm
In addition to now having the Mario Bro's theme stuck in my head, I find myself pondering the joys of both Mushroom Kingdom and Pirate mods...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: andfhe on August 19, 2010, 10:24:18 pm
The problem I have with this tileset is that I can't tell the difference between smoothed and un-smoothed walls. You could at least make em' a little different, just enough to tell them apart.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 19, 2010, 10:32:56 pm
Trying to use this kind of water display :
(http://img25.imageshack.us/img25/4397/jwaterv.jpg)

I have tried to rework the water/blood tile :
Spoiler (click to show/hide)
So far made only the same tile for the 2 ones that the water use, so it is rather non animated.

The tile itself if someone wants to try to work his pixel skills on it to improve the result
(http://img812.imageshack.us/img812/3624/51093992.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Aklyon on August 19, 2010, 10:46:45 pm
With that style, the white water looks like cobblestone.
Is there a seperate paved road tile? That might look nice.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 19, 2010, 11:31:09 pm
Yep, 18x18 tiles are better with cartoon/drawn water rather than textures. I'm yet to see anything better than current Ironhand water.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: KillHour on August 20, 2010, 12:44:11 am
How about this for water?

(http://7237057187903391082-a-1802744773732722657-s-sites.googlegroups.com/site/shadow516/DFWater.png)

(http://7237057187903391082-a-1802744773732722657-s-sites.googlegroups.com/site/shadow516/ironhand.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 20, 2010, 01:34:45 am
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?

It's not that old...

I've got a 2GHz dual-core with 3GB RAM and a Geforce 7900 GS. I can run 3v3 Supreme Commander on not-lowest settings, but the card lacks the extensions you specified and the motherboard uses AGP so I can't upgrade any further. My framerate in DF is fine, though I've yet to hit the 200 dwarf population cap...

I can top that. 32b CPU (Athlon XP 3000+) with 2GB and a 7600GT. I play Oblivion with 230+ active mods (including OBSE-mods) and a handpicked set of texture upgrades - not perfectly fluid, but 15-25 fps, which I consider perfectly playable. But the GPU won't run OGL3.x either - and I prefer food on the table over a roguelike on steroids.  :P

*Edit* And yay for pirate skulls'n'bones.
I have athlon3200+ with 1Gb ram and geforce9800. :) So yeah. I find it nice because most games run fine.

How about this for water?

(http://7237057187903391082-a-1802744773732722657-s-sites.googlegroups.com/site/shadow516/DFWater.png)

(http://7237057187903391082-a-1802744773732722657-s-sites.googlegroups.com/site/shadow516/ironhand.png)
Could you show it in the game?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Stakudomer on August 20, 2010, 01:54:48 am
Just genned a new world with this and embarked. Didn't have time to do much other than look around the map and give my Starting Seven custom professions, but I noticed one of them likes llamas.  :)

I also noticed I forgot to bring any dogs.  :(

Are there any plans to make ores and coal look different from regular rock while still in the ground? They look really nice right now, but they're also hard to spot.  (especially if you're not used to the tileset yet) There's also a really light soil type that looks a lot like rock. I may need to take some screenshots later. Native platinum sticks out really well, though.

Overall, I'm not sure what I think of this tileset yet. The way everything seems to blend together makes it harder to tell tiles apart, so I feel like I don't know where stuff is. On the other hand, that same effect makes the scenery as a whole a lot prettier. I probably just need time to get used to it, so I'll keep playing and see how it goes.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 20, 2010, 07:46:20 am
Since everyone hates on the skull corpses, how about cliché skull n crossbones? :P
(http://i.imgur.com/0pfWN.png)

Better than the talking-skull-from-Planescape :) But I still think it looks out of place in a realistic set. Maybe you could make a proper 'pile o' bones' that looked like a picked over corpse.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 20, 2010, 09:17:52 am
Better than the talking-skull-from-Planescape :) But I still think it looks out of place in a realistic set. Maybe you could make a proper 'pile o' bones' that looked like a picked over corpse.
I agree.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 20, 2010, 11:13:24 am
Yep, it looks funny but not appropriate.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Maldevious on August 20, 2010, 11:31:20 am
What if you took the top bones off and made it a skull on a pile of bones? That might look alright.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 20, 2010, 11:33:53 am
..just use tile from DFG, imo. It's exactly as it should be.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: KillHour on August 20, 2010, 11:41:45 am
Could you show it in the game?

Sure, here:

(http://i37.tinypic.com/esp7oh.png)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 20, 2010, 11:45:05 am
I like that ^
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Aklyon on August 20, 2010, 11:54:18 am
I dont.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 20, 2010, 11:56:38 am
I noticed in the tileset there is a tile used for some rock in the process of being destroyed that could maybe render good as water/blood too.
Spoiler (click to show/hide)

If you want to try and see how the animation of the water render, here is the 0.48 tileset with the 2 water tiles setup :
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Still Standing on August 20, 2010, 12:14:53 pm
I noticed in the tileset there is a tile used for some rock in the process of being destroyed that could maybe render good as water/blood too.
Spoiler (click to show/hide)

If you want to try and see how the animation of the water render, here is the 0.48 tileset with the 2 water tiles setup :
Spoiler (click to show/hide)

Woah, I see in your screenshot a well... Does making a well like that work?!  I never even considered that, I normally make complicated systems with underground reservoirs...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Rose on August 20, 2010, 12:21:29 pm
it works, but dorves get happier thoughts from higher wells.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 20, 2010, 02:21:36 pm
Yes it works nicely to prevent my stupid dwarves to go drink way too far from the zone assigned or too far from the fortress defenses.
As it seems the dwarves will give priority to the well, allowing me to control a bit more where will be their drink zone.

I remember before doing such thing that more than very often, to not say everytime, despite the orders were set to drink only from the designed zone, dwarves were happily ignoring my drink zone and sometime going very far to drink.
Can't count how much of those idiots i lost to goblin ambushes, or in the case of difficult embarks to dangerous animals.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: HeliumFreak on August 20, 2010, 03:22:59 pm
I like the general look of this water better, but it would be nice if something could be done to make it blend a little better.. But over all even in its current state i prefer it over the current one

Spoiler (click to show/hide)

Actually could you make this one a little less "intense" blue? I maybe like this one better :o
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Robsoie on August 20, 2010, 03:29:07 pm
Blending it may be difficult for me, i'm not sure how to do it correctly, maybe darkening the tile, i'll have to test.

About this (a bit calm) water version, i tried to make it animated with a modification of the 2nd water tile, here is the tileset to try it :
Spoiler (click to show/hide)

edit :
Quote
Actually could you make this one a little less "intense" blue? I maybe like this one better
Arent colors decided by the colors.txt located in your DF\data\init\ ?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 21, 2010, 03:07:29 am
Not if you fiddle with the transparancy and alpha channels.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Tormy on August 21, 2010, 06:43:42 am
The water tile in Wesnoth looks pretty cool btw ->

Spoiler (click to show/hide)

*edit*

Now that I think about it....it would be awesome if DF would look like Wesnoth graphically...:)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 21, 2010, 08:20:51 am
The river is nice, hopefully we will be able to do transitions of that kind of sophistication.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: LucasUP on August 21, 2010, 06:49:08 pm
I finally got around to including this set, and making it easy (I think) to switch between Ironhand/Mayday/Phoeb, in my Lazy Newb Pack.
I'm not really playing much DF lately, but I'm exclusively playing with this set now.

I wonder if in newer DF versions, graphics will be separated a bit better from the raws and easier to switch between/install. Sounds like it will be to some degree.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 21, 2010, 10:00:37 pm
I finally got around to including this set, and making it easy (I think) to switch between Ironhand/Mayday/Phoeb, in my Lazy Newb Pack.
I'm not really playing much DF lately, but I'm exclusively playing with this set now.

I wonder if in newer DF versions, graphics will be separated a bit better from the raws and easier to switch between/install. Sounds like it will be to some degree.

Nice :D

Unfortunately I think it may complicate switching tilesets because there will be a lot more variation possible?

So many possibilities with shaders, including theoretically awesome water, but we'll see how it goes :D

IH is back from vacation but still pretty busy so we probably wont get any cool new critters for a while :(
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Zerocyde on August 21, 2010, 11:02:59 pm
Is there a key anywhere that shows what each ironhand tile is?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Vince on August 22, 2010, 04:02:08 am
Is there a key anywhere that shows what each ironhand tile is?

http://dffd.wimbli.com/file.php?id=2113 use this :)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 23, 2010, 07:05:03 am
Adding a geometry shader increases framerate by 50%, from 330 to 485, so I think I'm just going to do that by default. It's a win because it means the vertex shader gets run once per tile instead of six times in duplicate; that's using my very simple default vertex shader on an 8600GTM, which is pretty much the worst case for this geometry shader optimization. :P



(And the framerate is normally limited to 50. I don't think we're going to run into GPU speed issues anytime soon.)
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 23, 2010, 07:07:08 am
..hmm

...actually, what do I need the vertex shader for? I can do most of that stuff in the geometry shader, I think. Let's see...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 23, 2010, 08:17:59 am
I don't know, fluctuate the edges of tiles between water and ground to create wave effects? Or wait, tiles aren't mapped to polygons. Well, I guess you don't need vertex shading much.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 23, 2010, 08:28:39 am
I do, actually; it turns out that it's somewhere between inconvenient and impossible to do the calculations I want in the geometry shader. That's a pity, since it means that data going from the vertex to the fragment shader must be copied in the gometry shader.

It's still a win, though.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 23, 2010, 12:32:14 pm
I think I'll be okay since I limit the game to run at 20FPS anyway, because I'm weird like that (I like my dwarves to move around nice and slowly!).
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: WormSlayer on August 23, 2010, 06:51:06 pm
Adding a geometry shader increases framerate by 50%, from 330 to 485, so I think I'm just going to do that by default. It's a win because it means the vertex shader gets run once per tile instead of six times in duplicate; that's using my very simple default vertex shader on an 8600GTM, which is pretty much the worst case for this geometry shader optimization. :P



(And the framerate is normally limited to 50. I don't think we're going to run into GPU speed issues anytime soon.)

Dont worry; it'll soon grind to a halt under my inept programming skills :D
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: ginsweater on August 24, 2010, 02:40:03 am
Adding a geometry shader increases framerate by 50%, from 330 to 485, so I think I'm just going to do that by default. It's a win because it means the vertex shader gets run once per tile instead of six times in duplicate; that's using my very simple default vertex shader on an 8600GTM, which is pretty much the worst case for this geometry shader optimization. :P

That's great news! And way higher than the static analysis tools I've been using have been suggesting framerate will be on that series. (I guess NVShaderPerf lies. I don't know why I'm surprised by this.)

I've now gotten my basic blend shader (don't know if it works, but it compiles!) down to the range of 30 instructions or so. Right now I'm doing blends purely in the fragment shader, which seems to mean doing 9 texture lookups, which is pretty expensive. (But of course too small for branches to help.) I think there should be a way to expand the tile edges and blend using the fixed-function hardware, but I haven't quite gotten the math down yet...
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 24, 2010, 04:46:32 am
Well, NVShaderPerf probably doesn't realize that the screen buffer ("usamplerBuffer tile_array") usually fits in L1 cache. Though.. it shouldn't be *that* much of a difference. Oh well.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: oolon1 on August 24, 2010, 11:37:05 pm
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?

Considering clock speeds haven't increased in a few years, and DF really only uses one core, I'm not surprised.  I'm running a three year old E6750, but it's overclocked to 3.2 GHz.  I'm guessing it runs DF about as well as any i7 at the same clock speed.  40-50 fps with a full fort (assuming I don't get the dreaded spatter replication bug, which I try very hard to avoid).
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: qwert on August 25, 2010, 12:03:18 am
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?

Considering clock speeds haven't increased in a few years, and DF really only uses one core, I'm not surprised.  I'm running a three year old E6750, but it's overclocked to 3.2 GHz.  I'm guessing it runs DF about as well as any i7 at the same clock speed.  40-50 fps with a full fort (assuming I don't get the dreaded spatter replication bug, which I try very hard to avoid).

Surprisingly, from the fps test thread (http://www.bay12forums.com/smf/index.php?topic=62372.50), you can clearly see that while GHz does matter for similar chips, between architectures it means almost nothing. As an example, my i5 750 @ 2.56 GHz got 10-20 more fps than someone with your cpu running at 2.66, and I normally overclock it to 3.8.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: riffraffselbow on August 25, 2010, 04:26:49 am
I'm.. continually amazed that people actually run DF on computers that old.

Don't you get really low framerates?

Considering clock speeds haven't increased in a few years, and DF really only uses one core, I'm not surprised.  I'm running a three year old E6750, but it's overclocked to 3.2 GHz.  I'm guessing it runs DF about as well as any i7 at the same clock speed.  40-50 fps with a full fort (assuming I don't get the dreaded spatter replication bug, which I try very hard to avoid).

Surprisingly, from the fps test thread (http://www.bay12forums.com/smf/index.php?topic=62372.50), you can clearly see that while GHz does matter for similar chips, between architectures it means almost nothing. As an example, my i5 750 @ 2.56 GHz got 10-20 more fps than someone with your cpu running at 2.66, and I normally overclock it to 3.8.
Just look at the P4's. The general consensus is that the architecture was designed around getting large numbers for Ghz, no matter the actual performance.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: blub-dwarf on August 25, 2010, 03:48:39 pm
hey one easy question :)

is it posible to shrink your mod to 9x9 or 11x11 ? do i need to shrink every single dwarf or can i just shirnk the hole picture?

i saw a realy nice 9x9 mod but with too little grafiks so i thought i could shrink yours to see more on my little lcd
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: krenshala on August 25, 2010, 06:24:57 pm
I converted the Phoebus set to use the Terminus tileset and noticed that the dwarves and animals were the normal 16x16, but being rendered in 11x11, so you should be able to do the same with this one.  I'm not sure if there is any extra workload caused by rendering the images this way over ones that are at the correct 11x11 to match the rest of the tiles, however.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 25, 2010, 06:49:18 pm
With Baughn's stuff, you can just scroll your mouse wheel and it'll shrink and grow the tiles.
Or if you make the window smaller, it'll shrink them so that 80 tiles can always fit horizontally.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 26, 2010, 06:47:28 am
Right, but keep in mind that you only get proper resizing in 2D mode at the moment. That is no longer the case for my development code, however, so in one or two releases it won't be an issue.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 26, 2010, 07:17:05 am
I've just thought of something. This doesn't relate to the 'set per se, but you seem to be more active here, Baughn. Do the separated text fonts mean that we can actually start to... translate Dwarf Fortress? It'd be a very mangled translation, sure, especially for the Russian language that I'm thinking of, but would it actually work? As in, would DF understand and properly render cyrillic fonts?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 26, 2010, 08:50:55 am
..I can't believe I'm saying this.

Yes, it's theoretically possible with what we've got now, or are about to get, at least.

Given the generated text, though.. it would *not* look good. You'd probably be better off passing those bits through babelfish in realtime.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Carpman on August 26, 2010, 04:46:48 pm
Thats weird, for some reason this messes up my worldgens (for example, if I take world parameters from the internet and try to generate them, it comes out different than it should).

Is there a way to fix this? Is it a problem on my end?

Sorry if I was unclear about this, and thanks in advance.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 26, 2010, 05:05:06 pm
World generation is based on seed AND raws, so with different raws you get different results.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Carpman on August 26, 2010, 07:34:24 pm
Alright, thanks.

And could someone please tell me how to integrate these graphics into a vanilla game that's already started? Or is that impossible?
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 26, 2010, 08:06:21 pm
Download the upgrade pack and just drag all of that into your game, merging folders and replacing whatever files get overlapped.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Carpman on August 26, 2010, 08:21:54 pm
Download the upgrade pack and just drag all of that into your game, merging folders and replacing whatever files get overlapped.
Sorry, but I tried that and it didn't work :(. My animals show up as letters, and my dwarves show up kinda looking like these guys (http://df.magmawiki.com/index.php/Graphics_sets#Chariot.27s_Full_Graphics_Set_.28v0.97.29) (but not exactly, I think they're from a tileset that I can't find on the wiki).

Keep in mind that I get this when I continue a game that I started yesterday with the default tileset.

EDIT: Derp de derp. All I had to do was run the savegame_updater! It works perfectly now, thanks guys.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Sean Mirrsen on August 27, 2010, 12:55:19 am
..I can't believe I'm saying this.

Yes, it's theoretically possible with what we've got now, or are about to get, at least.

Given the generated text, though.. it would *not* look good. You'd probably be better off passing those bits through babelfish in realtime.
Heh, yeah, it'd turn out mangled. I shudder to think what a japanese translation would look like.

That said, for many years before our publishers began properly undertaking localizations of english games, pirate translations were a vital part of russian gaming. You can't imagine the kinds of mangled and mistranslated sentences that could be encountered in those. A most memorable one for me is the "The sun is our destroyer now, Christoff" line from VtM:Redemption, which was translated as "Солнце наш эскадренный миноносец теперь, Кристоф" - with "destroyer" translated into its naval equivalent. So, a mangled translation won't be a problem most of the time.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 27, 2010, 07:41:45 am
Download the upgrade pack and just drag all of that into your game, merging folders and replacing whatever files get overlapped.
Sorry, but I tried that and it didn't work :(. My animals show up as letters, and my dwarves show up kinda looking like these guys (http://df.magmawiki.com/index.php/Graphics_sets#Chariot.27s_Full_Graphics_Set_.28v0.97.29) (but not exactly, I think they're from a tileset that I can't find on the wiki).

Keep in mind that I get this when I continue a game that I started yesterday with the default tileset.

EDIT: Derp de derp. All I had to do was run the savegame_updater! It works perfectly now, thanks guys.

Uh... are you making sure you're keeping ALL the files that are in the upgrade pack?
You should be clicking "move and replace" or whatever is the equivalent in your OS.

the raw folder should merge with your raw folder, and the data folder with your data folder.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Baughn on August 27, 2010, 08:12:13 am
Keep in mind, there's a copy of the raw folder in your savegames.

Including raw/graphics. Which is crazy, really.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Deon on August 27, 2010, 08:38:29 am
It's not crazy, it's awesome. It allows people to update their Genesis version without screwing up their current forts, and share forts without mods :P.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Carpman on August 27, 2010, 10:37:12 am
Download the upgrade pack and just drag all of that into your game, merging folders and replacing whatever files get overlapped.
Sorry, but I tried that and it didn't work :(. My animals show up as letters, and my dwarves show up kinda looking like these guys (http://df.magmawiki.com/index.php/Graphics_sets#Chariot.27s_Full_Graphics_Set_.28v0.97.29) (but not exactly, I think they're from a tileset that I can't find on the wiki).

Keep in mind that I get this when I continue a game that I started yesterday with the default tileset.

EDIT: Derp de derp. All I had to do was run the savegame_updater! It works perfectly now, thanks guys.

Uh... are you making sure you're keeping ALL the files that are in the upgrade pack?
You should be clicking "move and replace" or whatever is the equivalent in your OS.

the raw folder should merge with your raw folder, and the data folder with your data folder.
Yeah, whenever it asked me if I wanted the files to merge, I said yes, and I told it to copy and replace whenever possible. It's not a problem anymore though, since it's working perfectly in the game I already started.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 27, 2010, 11:12:00 am
Basically what Baughn said was your problem, save games use the files in

data/save/regionX/raw/

and you need to replace them if you want to mod a savegame.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Igfig on August 27, 2010, 06:12:59 pm
Does anybody know if tile 219 (the solid block) is used anywhere other than the trade depot?  If not, I think it could stand to get a new, less wavy makeover.  Big square tiles with beveled edges and some fine cracks might look good.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Ironhand on August 27, 2010, 06:19:18 pm
Now that I'm back in school, I'm not finding a whole lot of free time to sprite.

And I think rather than telling you I can get some sprites out and then failing to do so,
it's better for me to tell you I'm taking a break and then surprise you with a sprite here and there if I can.

So for now, at least until I get into the schedule and on top of my classes, I'm gonna take a little break.

As soon as Baughn gets all that new stuff out, I won't be able to stay away.
But for now, WormSlayer can carry the load.

Sorry, guys.


Absence makes the heart grow fonder anyway.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: McBeer on August 27, 2010, 06:42:26 pm
Does anybody know if tile 219 (the solid block) is used anywhere other than the trade depot?  If not, I think it could stand to get a new, less wavy makeover.  Big square tiles with beveled edges and some fine cracks might look good.
hm, that's interesting, worth a try;
http://df.magmawiki.com/index.php/Tilesets
says it's "Any solid color tile".

Quote
I'm gonna take a little break.
Take care.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Harmonica on August 27, 2010, 06:52:24 pm
Does anybody know if tile 219 (the solid block) is used anywhere other than the trade depot?  If not, I think it could stand to get a new, less wavy makeover.  Big square tiles with beveled edges and some fine cracks might look good.

It's the tile used for designated dig tiles. It might be used for miasma and the like when it is 100% solid miasma, or that might just be hardcoded as a solid colour, can't remember.

Anyway, I added bevel to it as other graphic sets do and yes it looks a lot better for trade depots.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Igfig on August 27, 2010, 06:54:58 pm
I know it says "Any solid color tile", but I couldn't think of any other places where it appeared.  Thanks, Harmonica.  A smooth tile would work for dig designations, so that's okay... miasma less so.  Then again, the current wavy tile isn't so great for miasma either.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Dark_Tundra on August 27, 2010, 10:09:34 pm
I know it says "Any solid color tile", but I couldn't think of any other places where it appeared.  Thanks, Harmonica.  A smooth tile would work for dig designations, so that's okay... miasma less so.  Then again, the current wavy tile isn't so great for miasma either.
It may also be the tile for windows.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Valience on August 27, 2010, 11:26:46 pm
The main thing... really possibly the only thing I really can't like about the set is the smoothed, engraved, and fortified walls. They all look way too similar after playing for a couple hours and the eye strain starts setting in. Or just generally after a day of staring at computers for classes and what not. I really liked the walls from RantingRodent's Natural_2 version. Is there anything I should possibly look out for if I decide to try and frankenmesh them into this set? Such as other, random things besides walls that it might change?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on August 28, 2010, 08:20:26 am
I know it says "Any solid color tile", but I couldn't think of any other places where it appeared.  Thanks, Harmonica.  A smooth tile would work for dig designations, so that's okay... miasma less so.  Then again, the current wavy tile isn't so great for miasma either.
It may also be the tile for windows.

Yeah, it's window borders.

It's also used for ice.
Title: Re: Ironhand's Graphics Set (0.48 released!)
Post by: Kregoth on August 28, 2010, 04:39:28 pm
The amount of awesome being generated in this thread is stupendous.

 That being said I have a nit pick. On the embark screen plains are displaying as solid black.
Spoiler (click to show/hide)


In this image I have highlighted a region of the plains to demonstrate what it would look like when
displayed within the embark square.

Not sure if it has been fixed but I am still getting this same exact problem and it rather annoying as I have to move my embark around to see what biomes are there. an example here

(http://i13.photobucket.com/albums/a259/Kregoth/embark.jpg)

there was a post under it that the next release would have a fix. if it was posted could someone point me there I have the 0.48 version and the problem is there.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on August 28, 2010, 05:33:41 pm
We're still at 0.48.
Title: Re: Ironhand's Graphics Set (little break)
Post by: ungulateman on August 28, 2010, 10:53:57 pm
It's sort of weird. Didn't .PNG transparency clear up the black-space issues from the older versions?

(I suffered greatly from this with RantingRodent's set - is that stuff designated? It's just black[i/]!)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on August 29, 2010, 06:36:35 am
It still makes a difference how we make the tiles.
We just have to make the backgrounds partially transparent.
Title: Re: Ironhand's Graphics Set (little break)
Post by: bustok on August 29, 2010, 10:11:31 am
is there are a way to make empty stockpiles a bit more visible?
Title: Re: Ironhand's Graphics Set (little break)
Post by: WormSlayer on August 29, 2010, 07:56:47 pm
It still makes a difference how we make the tiles.
We just have to make the backgrounds partially transparent.

Yeah that was my bad, it will be fixed in the next release!

is there are a way to make empty stockpiles a bit more visible?

You could edit that particular graphic tile to be "more visible" with the program of your choice :P
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ignus on August 30, 2010, 07:35:55 pm
Just thought I'd break up the bug reports to say that after almost two years of using my previous tile-set, this is now my set of choice.

Please help yourself to a gold star.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on August 30, 2010, 07:37:31 pm
Sweet, thanks!

Glad you're enjoying it!
Title: Re: Ironhand's Graphics Set (little break)
Post by: WormSlayer on August 30, 2010, 11:02:42 pm
I think one of the first things I'm going to do when Baughn gets this new stuff running is try to fix up the poor old embark screen, it's always had to make do with whatever worked best in-game :S
Title: Re: Ironhand's Graphics Set (little break)
Post by: andkore on September 01, 2010, 05:53:50 pm
This may have already been covered, but any chance of getting a version of Ironhand that doesn't change gameplay at all? (For instance, no added creatures like llamas.) Oh, and is there a list of such gameplay changes anywhere? If the llama thing was it, I'd probably be fine with that.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Dearnen on September 01, 2010, 08:57:42 pm
The llama is the only change.  Everything else is simply new tiles.
Title: Re: Ironhand's Graphics Set (little break)
Post by: andkore on September 01, 2010, 08:58:35 pm
Yeah I figured this out by searching through this thread a bit. Should have deleted my question. Thanks for answering it though!
Title: Re: Ironhand's Graphics Set (little break)
Post by: Moonshine Fox on September 02, 2010, 09:55:07 am
This is an absolutely fantastic set, I love it! I've used a bit of sets (Mayday, Goldplated, Phobeus) but this one is clearly my favourite. Easy to read, nice on the eyes and very beautiful. My only gripe is the sharp corners on walls (see Phoebus corners) and smoothed walls. Smoothed walls look a bit "boring" compared to for instance Gold Plateds walls which are fantastic.

Those are my only real gripes with this set. Absolutely stunning work! You're in as my new standard set. Thanks Ironhand! (and others)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 02, 2010, 10:04:38 am
Glad to hear it!
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 02, 2010, 02:46:17 pm
I've only just now gotten the DF build, so it's nowhere near done yet, but..
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (little break)
Post by: BlackRogue on September 02, 2010, 02:50:38 pm
OOOHHH, SHINY!
Title: Re: Ironhand's Graphics Set (little break)
Post by: McBeer on September 02, 2010, 02:53:02 pm
[removed by poster: reason - not member of inner circle, i assume, nobody wanted to talk]
Title: Re: Ironhand's Graphics Set (little break)
Post by: Sean Mirrsen on September 02, 2010, 02:56:07 pm
I also see that proper ASCII-supporting fonts must be chosen, or else the accented symbols will not appear.
Title: Re: Ironhand's Graphics Set (little break)
Post by: LordAelfric on September 02, 2010, 03:02:06 pm
This looks pretty sweet Baughn! Can't wait to see more!
Title: Re: Ironhand's Graphics Set (little break)
Post by: WormSlayer on September 02, 2010, 04:28:28 pm
Looking pretty sweet Baughn :D

Your complaining in the wrong place McBeer - Thats all down to Toady, not us....
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 02, 2010, 04:33:43 pm
Right, the CP437 is converted to unicode internally; you just need a unicode font that covers the CP437 letters, and it should work.

The android one I picked doesn't, obviously, but it'll suffice for development. :P

Spoilered is a list of the exact letters required, if you want to get a jump on it.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (little break)
Post by: McBeer on September 02, 2010, 04:36:49 pm
[removed by poster: reason - not member of inner circle, i assume, nobody wanted to talk]
Title: Re: Ironhand's Graphics Set (little break)
Post by: Randomtask on September 02, 2010, 10:19:31 pm

Your complaining in the wrong place McBeer - Thats all down to Toady, not us....

i am not complaining("complaining"<-usual word used for make someone lesser and ridiculous - i'd like to use words: conscious user observation here). I am not 9 y.o. Tibia player, you know.

Quote
Thats all down to Toady, not us
i can agree, but try to realize my pain - you are the boss here, i am too small to discuss with GOD.
And what's important - you are aware what i am talking about, if you have access to newest betas.
look, i am not lamer. i know who is able to tell our prayers to the ONLY God.
Now - i am certain, that you know what i am talking about - this moment of breaking 80x60 MUST come at some time. Maybe it IS the time(again - look at trade screen, it is obvious, right?).
We are FAR above 80x60 now, and whole thing is still restricted to that, let's be honest here.

Now, risky part - God is a man that earns gigantic amounts of money, skipping hard coding GUI matter for YEARS.
Please, do not ban me for that.
I am conscious user - and it is clear for me. He is closer to make human fields fun more, than GUI remake.
Maybe it is time to ask, what is more important?
80x60 and 3/4 of screen empty at feeble 1680x1050(like on your sshot)? please.

I'd give away my last money for food to God, if only GUI was modernized, rich kids may have different POV here(which killed whole thousands of good projects already, you should know that).
You know, some of you may think i am asking for weird things, for me, these are obvious questions and concerns..

McBeer cancels writing - off for beer search. g'night.

Sorry Ironhand for writing my post there, i hope you understand.

Dwarf Fortress is coded by one man, who does it full-time, on his own, via donations.

And he's doing a pretty damn good job of it, too.

Yes, he's working on implementing human fields rather than a pretty interface. You know what? That's fine by me. This game is, and always has been, about substance rather than style. I'd rather Toady focus on fleshing the game out, than appeasing the braying and neighing of end users constantly.

Also, you should probably stop calling him god. That's silly and rather offensive. Ironhand probably doesn't have any more connection to Toady than you or I. Furthermore, nobody is too tiny to discuss anything with him. There's an entire subsection or two, or three, dedicated to suggestions, bug reports, and the like. If your questions don't get answered, it's probably because the griping about interface is petty and ancient. There are mods, like mouse fortress, that add functionality to the game. Use them.

If you would rather play a game with a pretty interface, go load up The Sims, or something.
Title: Re: Ironhand's Graphics Set (little break)
Post by: McBeer on September 02, 2010, 10:26:32 pm
Look man, i did not say i need PRETTY interface and telling me i should go play sims is offensive(tbh it is fugly, shallow game, imo).
I play ADOM since 0.7.x on Amiga 'till now and i do not need pret-ty games at all. I am gamer since 1984, btw.
I was talking about using whole screen for tables/lists and nothing more.
To prevent ANY attack on me like that i won't talk about ANYTHING related to lacks i can clearly see.
I do not need any mouse support(although mousefortress is interesting piece of soft, kbd is just FAR faster), nor pret-ty GUI, i just want to see more than 12 lines on trade screen, you know(and what's seem to be totally out-of-reach, WHOLE names too).
Sorry.
One more thing - i am not asslicker, i am free man with free will and my own observations.
We are on discussion forum, so i thought i can discuss here.

Quote
Furthermore, nobody is too tiny to discuss anything with him.
You just showed opposite POV in your post, but nvmd.

Quote
Ironhand probably doesn't have any more connection to Toady
Again, I was not talking about Ironhand at all. About Baughn, rather, yes.

Quote
Also, you should probably stop calling him god.
Typical hypocrisy. It is my free will what i name and how.
God is term for world maker, so where's problem for you then here?
Toady is world maker.

Let's skip further talk about my earlier post, i won't continue this. To ease your problem let me unsuscribe.
Thanks for discouraging me.
Title: Re: Ironhand's Graphics Set (little break)
Post by: therahedwig on September 03, 2010, 01:08:12 am
Well, it is rather rude to put such matter into a thread it doesn't belong in, specifically when there's threads and topics in General discussion and the suggestions forum that are about these things.

Architect or demiurge would probly be a better term for Toady anyway...

Anyway, I can't wait for the new font implementation. It'll be a treat to have better spaced text in DF.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Randomtask on September 03, 2010, 02:07:48 am
Well, it is rather rude to put such matter into a thread it doesn't belong in, specifically when there's threads and topics in General discussion and the suggestions forum that are about these things.

Architect or demiurge would probly be a better term for Toady anyway...

Anyway, I can't wait for the new font implementation. It'll be a treat to have better spaced text in DF.

Agreed.
/discussion
Title: Re: Ironhand's Graphics Set (little break)
Post by: Rose on September 03, 2010, 02:10:35 am
Right, the CP437 is converted to unicode internally; you just need a unicode font that covers the CP437 letters, and it should work.

The android one I picked doesn't, obviously, but it'll suffice for development. :P

Spoilered is a list of the exact letters required, if you want to get a jump on it.
Spoiler (click to show/hide)

http://dejavu-fonts.org/wiki/Main_Page
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 03, 2010, 10:00:10 am
Sweet!

Time to browse.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Thundrim on September 03, 2010, 10:53:33 am
Hmm, this will be interesting indeed. Time to go font shopping? Hehe...

---
Title: Re: Ironhand's Graphics Set (little break)
Post by: RychschaX on September 03, 2010, 01:50:22 pm
hmm...Download link seems broken
Title: Re: Ironhand's Graphics Set (little break)
Post by: WormSlayer on September 03, 2010, 10:05:19 pm
Both download links work for me... Try again maybe?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Urist McFail on September 04, 2010, 03:26:50 pm
As much as I love to see the posts by Baughn here, in the thread discussing Ironhands Graphic set (saves me having to follow two threads), I think it would be better if it was seperated out, just so I don't get a headache reading through noise posts from people who have 'unsubscribed' from this thread more than once yet still seem to read and post in it...
Title: Re: Ironhand's Graphics Set (little break)
Post by: Kilumanjaro on September 04, 2010, 06:50:18 pm
Not to contradict, but I think this is a great place for the discussion of furthering the the graphical improvement of DF...

Plus, I've already got my Font picked out. 
http://www.1001freefonts.com/KeltCapsFreehand.php (http://www.1001freefonts.com/KeltCapsFreehand.php)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Aklyon on September 04, 2010, 07:32:21 pm
That one looks pretty cool.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 05, 2010, 07:47:40 am
That is pretty cool.

Do all those fonts have enough characters, though?
Like, do they have all the accented characters and stuff?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Rose on September 05, 2010, 07:53:51 am
DejaVu fonts got pretty much everything.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 05, 2010, 08:28:25 am
I mean the easy-download ones, like Kilumanjaro's got there.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Rose on September 05, 2010, 08:31:29 am
http://dejavu-fonts.org/wiki/Download

what's so hard about that?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 05, 2010, 09:54:41 am
Sure. I guess I just didn't really want to download and sift through 4 Megs of fonts when I only need one.

Forget I mentioned it.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Rose on September 05, 2010, 09:55:22 am
oh, I mis-understood.

sorry.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Dementual on September 05, 2010, 12:14:31 pm
I really really want that folder icon to be the icon for the .exe too. Could you do that for us? :3
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 05, 2010, 12:45:06 pm
Yes we can.
Title: Re: Ironhand's Graphics Set (little break)
Post by: diriel on September 05, 2010, 06:20:36 pm
CP437 font support:
--   http://en.wikipedia.org/wiki/Liberation_fonts   

The liberation family of fonts for sure support cp437. They also happens to look nice. It took a little while to dig the information out, but my google-fu is weak  8)

Look about the middle of the page under CHARACTERISTICS and you will see what the Liberation fonts supports. It also shows a brief comparison to other common fonts.

Hope this helps.
P.S. I do not think Kelt Caps Freehand supports anything more than the most basic font types. In other words, no ascii at all. At least, none that I can find. Cool looking font though.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Randomtask on September 05, 2010, 07:17:51 pm
It would be nice if there were a way to use a "pretty" font for basic text display, and a workhorse font for everything else.

I doubt that's possible, but it would be pretty great.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Kilumanjaro on September 05, 2010, 11:59:23 pm
Looking back...  unfortunately Kelt Caps Freehand doesn't really have much for extended characters...
http://www.urbanfonts.com/fonts/Knights_Quest.htm (http://www.urbanfonts.com/fonts/Knights_Quest.htm) or http://www.urbanfonts.com/fonts/Forgotten_Uncial.htm (http://www.urbanfonts.com/fonts/Forgotten_Uncial.htm) look promising.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Aklyon on September 06, 2010, 12:02:45 am
Both are nice, But I'd say Forgotten Uncial looks cooler. does it have enough in the additional char. dept.?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Maldevious on September 06, 2010, 07:01:59 am
I would say that Knights Quest seems a bit more dwarfy.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 06, 2010, 07:58:56 am
Yeah, I like that one too.

But I'm not sure what's up with the { and }...
Title: Re: Ironhand's Graphics Set (little break)
Post by: LucasUP on September 06, 2010, 01:52:07 pm
Fonts have never been this exciting. It took me a while to see, but the { and } are Knight helmets (fitting with the font name...)
I sort of like Forgotten Uncial better though (http://www.urbanfonts.com/images/sampletextimg4.php?text=Dwarf%20Fortress&size=24&font=../fonts/folders/forgotten_uncial/forgotten_uncial.ttf&scheme=A&fgColor=000000&fontBGColor=FFFFFF&pageCounter=1)...
Title: Re: Ironhand's Graphics Set (little break)
Post by: diriel on September 06, 2010, 07:01:51 pm
100% definitely prefer Uncial. I do not like the "lower" case of the Knights at all. The knights helmets are a bit bothersome to my eyes as well. So does Uncial support cp437? To me full support is the most important attribute in selection for inclusion. Followed fairly closely by legibility.

Have Fun :)
Edit: For those of you who may not be familiar with CP437 or what that is. It refers to Code Page characters. Here is a link that will somewhat show / explain it. Not having a minimum of CP437 support in a font package is a straight up deal breaker for Release QA purposes. That is, if I read Baugns post correctly. The more CP's that are supported the better when you get right down to it.

--  http://www.aggressivesoftware.com/simple/latin1.php   
Title: Re: Ironhand's Graphics Set (little break)
Post by: Turambar on September 07, 2010, 07:03:16 am
That Unical font seems more elfy than dwarfy, in my nerducated opinion.
Title: Re: Ironhand's Graphics Set (little break)
Post by: diriel on September 07, 2010, 08:24:33 am
To be honest, I really prefer the Liberation fonts myself. For me, legibility is more important than a font I will have to stare at and try to figure out what is what. Sure, a "Cool" font is...well, cool and all. But I prefer to concentrate on playing the game rather than trying to figure out a font that is shaped in a way that I find hard to comprehend.

On the other hand, I am easy. Pick what ever makes you all feel warm and fuzzy. I am sure that there will be a way to revert the font selection if I find it too bothersome.

Have Fun,
Title: Re: Ironhand's Graphics Set (little break)
Post by: Still Standing on September 07, 2010, 04:04:49 pm
Ironhand, do you mind if I use your Goblins as Orcs in a pack I'm making for Rysith and his Orc mod?  I was planning on using Sphr's Goblins, but they are just so much more weedy than yours!  You would of course be credited in the readme, and on the download page. :)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 07, 2010, 06:44:04 pm
Go ahead!

Keep in mind they might be a bit big to fit into Sphr's set,
since our tiles are all 18x18 pixels instead of 16x16. But yeah, have a blast.
Title: Re: Ironhand's Graphics Set (little break)
Post by: dierre on September 07, 2010, 08:05:27 pm
I really like your tileset, but:

(http://img46.imageshack.us/img46/6628/ironn.png)

black sand wall and floor are really too similar.
Title: Re: Ironhand's Graphics Set (little break)
Post by: WormSlayer on September 07, 2010, 08:11:19 pm
Joanne Kelly is so fine, she is almost the only reason I continue to watch Warehouse 13!

Sand/blood/etc. tile used to be the same brightness as other ground tiles, but then people complained and IH made it lighter.

Of course they were wrong and I keep trying to sneak dark sand back in but IH spots it every time :P
Title: Re: Ironhand's Graphics Set (little break)
Post by: dierre on September 07, 2010, 08:26:38 pm
Joanne Kelly is so fine, she is almost the only reason I continue to watch Warehouse 13!

Yep, same here! And in my case she's definitely the only reason.

Sand/blood/etc. tile used to be the same brightness as other ground tiles, but then people complained and IH made it lighter.

Of course they were wrong and I keep trying to sneak dark sand back in but IH spots it every time :P

Keep trying. I brought evidence!
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 07, 2010, 08:37:56 pm
Actually, this'll get fixed with the next version.

In the past, I've only kept bright sand for the brighter water.
In the next release, we'll be using the old numeric tiles for water,
so sand (and subsequently mud and vomit) can be nice and dark.
Title: Re: Ironhand's Graphics Set (little break)
Post by: dierre on September 07, 2010, 08:43:04 pm
Thanks. Another question: why is the height of the window fixed even when I enlarge the application?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Scaraban on September 07, 2010, 11:42:34 pm
Thanks. Another question: why is the height of the window fixed even when I enlarge the application?
isn't it obvious?
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Moonshine Fox on September 08, 2010, 12:57:07 am
Actually, this'll get fixed with the next version.

In the past, I've only kept bright sand for the brighter water.
In the next release, we'll be using the old numeric tiles for water,
so sand (and subsequently mud and vomit) can be nice and dark.
Hmm, no more shiny water?
Title: Re: Ironhand's Graphics Set (little break)
Post by: LucasUP on September 08, 2010, 01:22:33 am
Hmm, no more shiny water?
No. Much MORE shiny water. If I understand correctly, Ironhand is replacing the tiles for 1-7 with different water-tile symbols, which change/swirl as the water level changes.
This can be done since we are moving to true-type fonts: the game won't actually need these tiles to display numbers in the game.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 08, 2010, 01:24:11 pm
Yup!

It's gonna be awesome.

And yeah, the fixed menu height isn't something we can change, unfortunately.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Aklyon on September 08, 2010, 02:35:12 pm
If it was, it wouldn't be called fixed :D
Title: Re: Ironhand's Graphics Set (little break)
Post by: oolon1 on September 08, 2010, 09:03:03 pm
Hmm, no more shiny water?
No. Much MORE shiny water. If I understand correctly, Ironhand is replacing the tiles for 1-7 with different water-tile symbols, which change/swirl as the water level changes.
This can be done since we are moving to true-type fonts: the game won't actually need these tiles to display numbers in the game.
Spoiler (click to show/hide)

While I'm not sure I agree with the idea of using seven whole tiles on fluid levels, I got to thinking:  are we sure the 1-7 fluid tiles aren't going to be displayed as numbers via the new truetype system?  I monitor this thread, but I didn't see this talked about, and I haven't seen mention of a place in the raws to assign graphics to the current fluid levels.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Aklyon on September 08, 2010, 09:25:43 pm
He's got a point there.
Title: Re: Ironhand's Graphics Set (little break)
Post by: gtmattz on September 08, 2010, 11:37:50 pm
He's got a point there.

Quite a pointy point there too..

Hopefully Baughn is reading this and can give us some feedback?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 09, 2010, 04:31:25 am
They won't be. Truetyped, that is.

There are separate calls for inserting strings and inserting single characters. The map-drawing code uses the latter; anything to do with truetype uses the former.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Moonshine Fox on September 09, 2010, 07:34:41 am
Zzzzplendid! Can't wait for that.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Vibhor on September 10, 2010, 01:40:49 am
Is there a brighter version of this pack?
I like this one but cannot take the darkness
Title: Re: Ironhand's Graphics Set (little break)
Post by: ungulateman on September 10, 2010, 03:08:32 am
Try a different colour scheme.

There's some on the wiki. Hell, I changed my colour scheme to one of the darker "Natural" schemes because I like my DF slightly oppressive-feeling and gloomy.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 10, 2010, 04:31:54 am
I would suggest to invert primary/secondary colors for trees. Right now whenever a tree goes orange/white (autumn/winter) its secondary color is gone and you are left with weird-looking leaves. It's easy to make, Ironhand :).
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 10, 2010, 09:59:18 am
Hey, I didn't make the current trees.
Blame WormSlayer.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 10, 2010, 11:01:59 am
So I've reworked them but I've made it quickly so they are not as fine-tuned as yours. I still can upload it for others to play with, it's still 100 times better than "white leaves" instead of snowy trees :).
Title: Re: Ironhand's Graphics Set (little break)
Post by: WormSlayer on September 10, 2010, 01:40:41 pm
I did the new trees like that because it's how the old ones worked! :P

I'll swap them for the next release.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 10, 2010, 07:49:34 pm
Integrating graphics-mode well is an issue, but one I think will get handled. Which is to say, it might end up nonexistent. :P

How's "humanoid.dwarf.carpenter" sound for a tile ID? Better than "dwarves:2:5"? You'll have to map the former to the latter in your tileset, though, since it still has a physical location of some sort in a .PNG..
Title: Re: Ironhand's Graphics Set (little break)
Post by: Still Standing on September 10, 2010, 08:11:53 pm
How would that handle non-standard profs, such as Dwarf Lashers etc?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 10, 2010, 08:18:05 pm
I'm not sure. How are those handled now?

If the game can somehow get "humanoid.dwarf.lasher" from it, and there's no actual such tile, the "humanoid.dwarf" tile would be used instead.
Title: Re: Ironhand's Graphics Set (little break)
Post by: WormSlayer on September 10, 2010, 10:53:00 pm
I think I would personally prefer row/column numbers for ID but I'm easy :)

Here you go Deon :P
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 11, 2010, 04:28:47 am
Great, I remade all trees by myself but the tile 255 and that fat tree at 10:11. Thank you, it was fast :P.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Tormy on September 11, 2010, 04:57:25 am
Integrating graphics-mode well is an issue, but one I think will get handled. Which is to say, it might end up nonexistent. :P

How's "humanoid.dwarf.carpenter" sound for a tile ID? Better than "dwarves:2:5"? You'll have to map the former to the latter in your tileset, though, since it still has a physical location of some sort in a .PNG..

I'd vote for  "humanoid.dwarf.carpenter" :P
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 11, 2010, 09:49:03 am
Another problem with humanoid.dwarf.carpenter is that when you add custom positions you have to edit the settings of the last parameter as well.

I mean, if you map a humanoid.dwarf.monarch to MONARCH then it's fine, but what if I want to make a PSYCHIATRIST noble? Will I have to dig a code somewhere or do you plan to make it an easily configurable setting?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 11, 2010, 10:11:34 am
It would make sense to make a deeper hierarchy to avoid that sort of thing.

So, humanoid.dwarf.noble.psychiatrist.. since there won't be a psychiatrist tile, the generic noble tile should get used.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 11, 2010, 10:18:09 am
The main question is why won't there be a psychiatrist tile? Currently graphic sets are pretty much customizable for any profession, it would be sad to lose that customizability.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 11, 2010, 01:02:01 pm
Why shouldn't there be?

I'm pretty sure that for customized titles, you should be able to define a customized tile name.

Well, this all depends on Toady deciding it's a good idea anyway.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 11, 2010, 02:30:08 pm
Well, as I said right now it works, so I just wanted to know how is this "a.b.c." naming set up.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 11, 2010, 04:06:18 pm
Yeeah.. I really don't know how it'd work. Whichever way works best, really, which is why I'm posting this here. It's very much at the request for comments stage.

The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.

Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.

Naturally, this would be optimized by doing the lookups/mappings at load time, but that's beyond the scope of what affects you.

Any questions? Comments? Please comment.
Title: Re: Ironhand's Graphics Set (little break)
Post by: qwert on September 11, 2010, 04:53:01 pm
I suppose you could just require a tileset page with a classic tileset page and fallback to the old style tile definition in the raws in situations where nothing more specific is available (heck just make that the default tileset in non graphics mode). So basically for full graphical tilesets the fallback would be exactly like the current except that you can use an actual 'A' for the antman rather than an armorstand/A hybrid. Another option is drawing it with the truetype font.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 11, 2010, 05:01:14 pm
Ah, no. If we're doing this, I doubt very much that the old-style graphics raws would still be available. That's one reason I need to be very sure that it's actually an improvement..

A default mapping for old-style 16x16 tilesets would be easy enough, mind you.
Title: Re: Ironhand's Graphics Set (little break)
Post by: diriel on September 11, 2010, 06:20:44 pm
Any idea yet what True-Type font will be used by default? What are the generally desired characteristics? I know CP437 as you stated, but any certainly Look? How about license type? I would think some kind of Open Source license that lets you freely use / distribute. Just thinking that the threat of legal action over a font would be a bit silly is all.

Just curious
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 11, 2010, 06:39:55 pm
Exactly as you say.

Well, probably some sans-serif font; those tend to look better at small resolutions. But really, I haven't looked much into it yet. Picking a font is the *last* thing I'm going to do.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Randomtask on September 11, 2010, 07:54:29 pm
Yeeah.. I really don't know how it'd work. Whichever way works best, really, which is why I'm posting this here. It's very much at the request for comments stage.

The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.

Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.

Naturally, this would be optimized by doing the lookups/mappings at load time, but that's beyond the scope of what affects you.

Any questions? Comments? Please comment.

That system sounds pretty simple, and efficient.

How are forgotten beasts and demons created?
I have no idea what their raws or anything look like, but if the system parses entries for data, might it be possible to read body types? Probably not, but I figured I'd ask.
Title: Re: Ironhand's Graphics Set (little break)
Post by: diriel on September 11, 2010, 10:46:30 pm
@Baughn,

The Liberation series of fonts have all of the support listed up front, and then some. They also have a serif, sans, and mono. They have been released by Red Hat under a very good license.

http://en.wikipedia.org/wiki/Liberation_fonts

Under Characteristics it lists the various CP support ect. They are designed to be about as close in metric to MS type fonts as possible for maximum cross platform portability. One thing about it, there is no such thing as a perfect font ;)

Have Fun
Title: Re: Ironhand's Graphics Set (little break)
Post by: Igfig on September 12, 2010, 12:14:04 am
The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.

Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.

Any questions? Comments? Please comment.

One comment/request.  Maybe add one more step between "elf" and "carpenter": "woodworker".  Most existing sets have generic "woodworker", "farmer", etc. tiles, after all.  It'd keep things nice and organized.

I guess that's more of a request for Ironhand, since I expect Baughn will build it to allow arbitrarily deep hierarchies.

FAKE EDIT: Oh, one question.  How do you expect this to interact with multitile creatures in the future?  Will they be defined all in one image file, or will we need a separate file for each tile?  (I prefer the former.)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 12, 2010, 02:50:08 am
I still object to a depiction of a "question mark" when you don't find the tile. Let it display a letter in this case. Otherwise it would be impossible to tell an elephant from a carp if the tileset is partial.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 12, 2010, 04:34:46 am
Which letter, exactly?

The CP437 tiles are part of the tileset. If you can identify a particular letter, that means you did find the tile.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Tormy on September 12, 2010, 06:37:53 am
Yeeah.. I really don't know how it'd work. Whichever way works best, really, which is why I'm posting this here. It's very much at the request for comments stage.

The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.

Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.

Naturally, this would be optimized by doing the lookups/mappings at load time, but that's beyond the scope of what affects you.

Any questions? Comments? Please comment.

Baughn - Would it be possible to "link" 1 profession/unit type to multiple tile variants, and randomize the tile which will appear in the game?
Example: humanoid.elf.carpenter.1:1 , humanoid.elf.carpenter.1:2 , humanoid.elf.carpenter.1:3 -> 3 tiles used to display a carpenter, and will be chosen randomly every time a carpenter is "being created".
If this won't be possible [I guess :P], what about "splitting up" male/female units graphically?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 12, 2010, 08:02:34 am
Either of those would require extra work from Toady.

It's not impossible (of course), but it's not something you should expect right away either.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Tormy on September 12, 2010, 08:04:17 am
I see...oh well. :)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 12, 2010, 12:11:58 pm
Which letter, exactly?

The CP437 tiles are part of the tileset. If you can identify a particular letter, that means you did find the tile.
Ugh, I mean that currently there're letters for creatures in ASCII mode and they are replaced by graphics if the game finds an appropriate tile.

What you said earlier: the game will use a question mark, which is unacceptable since it means that you won't know WHICH creature type is that until you inspect them.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 12, 2010, 01:33:35 pm
Which would be the fault of the tileset's creator, for not even providing the base CP437 characters.

It's a nonissue, trust me.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 12, 2010, 01:36:51 pm
Eh, you mean that the game will "hook up" the "base CP437" characters for all the creatures which are not listed in the tileset as long as those base CP437 characters are provided by the tileset creator?

I was worried about those words:
Quote from: Baughn
I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.

Here, I mean that you guess it wrong. The perfect way is to display a letter instead of a question mark to make the creature distinguishable.

Many people play with partial tilesets, so they should be spared from seeing a valley of question marks :D.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 12, 2010, 02:52:16 pm
Nobody's going to be playing with a partial tileset after this is done, is what I mean.

The '@' in a CP437 tileset will be linked to "humanoid.dwarf", colorized versions will be linked to the professions, and that's all there is to it. There should be no distinction between a tileset of 256 tiles that happens to match up with CP437 and one of fifty, or five hundred.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 12, 2010, 03:07:38 pm
So what about that "question mark" you mentioned then? When will it appear?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 12, 2010, 03:43:18 pm
If all else fails. If someone misspells the tag name, or the tileset's broken, or.. whatever.

Definitely not in ordinary play.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 12, 2010, 03:44:37 pm
Okay, I am still nervous about that one (I just hate uncertainity in placeholders :D) but let's consider that it's fine.

Anyway it's some time till it's done, and if it works bad there's a chance to fix it later, right? ;)
Title: Re: Ironhand's Graphics Set (little break)
Post by: Baughn on September 12, 2010, 03:46:21 pm
True. Heck, I've yet to get Toady's opinion on this option. He's got the proposal, but no reply as yet.
Title: Re: Ironhand's Graphics Set (little break)
Post by: diriel on September 12, 2010, 05:52:55 pm
Hey Deon,

http://en.wikipedia.org/wiki/Code_page_437
-- Look at this, then...

http://en.wikipedia.org/wiki/Liberation_fonts
-- Look under Characteristics for the liberation link. I do not mean to push Liberation like a broken record, but it so happens I personally found this page the easiest to really get a mental grasp on. It was just a lot more clear cut as to what it supports CP wise ect.

http://www.aggressivesoftware.com/simple/latin1.php
-- Finally have a look here as a cross reference sir.

This new system looks like it will be pretty slick,
Diriel
P.S. Just to re-iterate, I am not trying to push Liberation. Of all the myriad of fonts I looked up, it was the first one to say up front, exactly, what it supports.

P.P.S. Much <3 to Baughn and crew for all this work!
Title: Re: Ironhand's Graphics Set (little break)
Post by: LucasUP on September 12, 2010, 06:33:22 pm
Who else looks at that Code page 437 image (http://upload.wikimedia.org/wikipedia/commons/f/f8/Codepage-437.png) and INSTANTLY thinks "Oh hey, That's Dwarf Fortress!" before /ANYTHING ELSE/
(before things like "Oh hey, those are just the original ASCII characters a computer could/can display!"

Awww...  :-[ it sort of makes me want to play DF in original ASCII again...
P.S. Stop pushing your biased Liberational views on us! :P
Title: Re: Ironhand's Graphics Set (little break)
Post by: diriel on September 12, 2010, 08:01:52 pm
/grin

Lucida is proprietary and with Bitstream I was having problems finding For Sure where it said that it supports CP437 fully ;) I am sure others do fully support it. I am just too lazy to dig any deeper, I spent the better part of 3 hours one night researching fonts. Some of them did support the CP but the letters were such that I personally would spend more time trying to figure out some of them than playing the game! I did find some "cool" looking fonts however.
One font I prefer when I am writing, is Bitstream Charter, but again I could not find For Sure that is has full CP437 support. It is otherwise a Very Nice Font! Looks great small, Large, and all points in between. So, if I could really have my preference it would be the Bitstream Charter, but I am just too lazy to figure out for sure if it would work.
Besides, CP says it wants a mono space font. So, I am unsure if a variable TT would work well. That is why I kept finding people saying Use Lucida Console for CP437. Liberation, btw, was one of the replacement fonts (metric's wise) for Lucida. The other was Bitstream, but...  8)
Such a simple thing as a font, can be a bit of a pain in the keester! Then of course, you want to make sure that the License is compatible....

Have Fun,
Diriel
Title: Re: Ironhand's Graphics Set (little break)
Post by: Harmonica on September 13, 2010, 12:25:22 pm
I thought I was out of my depth with the shader talk a few weeks back, but fonts is a whole other kettle of fish :D

Glad we have clever graphical types to handle all this stuff for us peons.
Title: Re: Ironhand's Graphics Set (little break)
Post by: kendo on September 13, 2010, 04:25:25 pm
I just installed this mod

(http://i54.tinypic.com/fxcfhf.png)

why is my ore showing up like this? Also microline walls show as trees, its very odd.  ???
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 13, 2010, 05:13:30 pm
Did you get the RAWs too?
Title: Re: Ironhand's Graphics Set (little break)
Post by: kendo on September 13, 2010, 06:22:55 pm
Seems I needed to regen a new world to fix, lucky I had only just started anyway.
Title: Re: Ironhand's Graphics Set (little break)
Post by: Aklyon on September 13, 2010, 06:41:06 pm
run savegame updater?
Title: Re: Ironhand's Graphics Set (little break)
Post by: Ironhand on September 13, 2010, 07:10:48 pm
Yeah, you forgot to edit the raws within your savegame.
You don't actually need to regenerate a world.
Title: Re: Ironhand's Graphics Set (little break)
Post by: kendo on September 14, 2010, 04:59:02 am
I replaced the whole raw folder in my savegame with the one from the mod, so I didnt forget. It just went screwy for some reason
Title: Re: Ironhand's Graphics Set (little break)
Post by: Deon on September 14, 2010, 05:29:50 am
You probably replaced it in a wrong savegame or extracted it wrong, because otherwise it would work.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Ironhand on September 15, 2010, 09:23:52 am
Awww... come on. Bad timing.

Toady just released a new version.


I might be able to glue it together today,
but no promises. My classes are killing me,
and I'm skipping half of them anyway because I'm sick.

On the other hand, as long as I'm stuck in bed, I might as well get some modding done.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Maldevious on September 15, 2010, 09:55:00 am
I'll be interested to see how this new version runs... Toady seems somewhat hesitant about it. Keep up the good work, though!, and feel better!
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Randomtask on September 15, 2010, 12:07:58 pm
So, I know the release is mere moments old, but now that we have the long-awaited True Type, I gotta ask:


Is it everything you guys hoped for? Can you do all those ridiculously awesome things we saw a few dozen pages back?
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Classico on September 15, 2010, 12:12:25 pm
So, I know the release is mere moments old, but now that we have the long-awaited True Type, I gotta ask:

Is it everything you guys hoped for? Can you do all those ridiculously awesome things we saw a few dozen pages back?

Wondering this myself. As I think I understand it, this is only the first implementation of the framework and isn't fully functional...?
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Ironhand on September 15, 2010, 12:16:12 pm
If you're talking about the multi-tile creatures and stuff, no, that's not in yet.
(although, I HAVE come up with some pretty sweet ideas for it (for world maps))
Anyways, we're nowhere near that. What we do have is some semi-functional ttf.

It's kinda nice. But when I'm running this there are a number of significant bugs,
and it seems to be way slower than what the old ones ran at...
That was just an adventure mode run, but still.

I think I'll actually wait until another official release with a few less bugs.
You guys seem to be happy enough with the current graphics set for now.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Randomtask on September 15, 2010, 12:42:22 pm
If you're talking about the multi-tile creatures and stuff, no, that's not in yet.
(although, I HAVE come up with some pretty sweet ideas for it (for world maps))
Anyways, we're nowhere near that. What we do have is some semi-functional ttf.

It's kinda nice. But when I'm running this there are a number of significant bugs,
and it seems to be way slower than what the old ones ran at...
That was just an adventure mode run, but still.

I think I'll actually wait until another official release with a few less bugs.
You guys seem to be happy enough with the current graphics set for now.

Yeah, the set as it stands is fantastic.

I was just excited to hear if having ttf meant more freedom in tile design.

But if it ain't in yet, it ain't in yet.


Also, hope you get well soon, old chap.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Baughn on September 15, 2010, 01:07:09 pm
It should be in to the extent that you can build a tileset based on it, if you're okay with the graphical issues - it's playable, right?

Providing correct justification etc. etc. is more work, but it should be usable from .14 on from my side, and possibly entirely usable; depends on Toady.

And yeah, .14 will also have the shader mode. I've got that basically working now, just didn't quite make it in time.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Randomtask on September 15, 2010, 01:39:32 pm
That's pretty damn exciting.

I haven't tried the new version yet, found out about it after PT this morning, and I don't think I should be running DF on a government computer. D:

Unless, of course, I kept it in ASCII mode. Then I'd just tell them it was work.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Deon on September 15, 2010, 01:52:18 pm
That's what we all do :P.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Aklyon on September 15, 2010, 01:54:43 pm
How good of a computer is the one you shouldn't run it on?
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Dearnen on September 15, 2010, 02:32:13 pm
Certain government entities have computers that are better than anything available to the general public now and for the next several years, or so I hear.  Of course, being classified double top pinky-swear super-secret, I'm sure such rumors are just that.  Nothing to see here folks; move along.   ;D
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Randomtask on September 15, 2010, 04:29:23 pm
How good of a computer is the one you shouldn't run it on?

Turrible. Well... not so turrible, really. It can run DF fairly quickly. My home PC runs it a lot faster, though.

Quote
Certain government entities have computers that are better than anything available to the general public now and for the next several years, or so I hear.  Of course, being classified double top pinky-swear super-secret, I'm sure such rumors are just that.  Nothing to see here folks; move along.

Some government entities, but unfortunately not the Marine Corps.
I'm lucky they don't expect me to email using pidgeons and an abacus.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Baughn on September 16, 2010, 04:20:58 am
The computers they have which are good are.. not PCs. They can't run DF.

They're also massively multicore; the individual cores are probably a good deal worse than a typical PC core.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: carebear on September 16, 2010, 01:07:54 pm
Does this new DF release also already add the ability to use depth sensitive water graphics?


Looking forward to the update! :)
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Baughn on September 16, 2010, 03:07:17 pm
If you turn on the massively buggy truetype code, maybe. I'm not sure of all the details.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: WormSlayer on September 16, 2010, 03:41:55 pm
Does this new DF release also already add the ability to use depth sensitive water graphics?
Looking forward to the update! :)

Yup it's there but it looks like were going to wait for Baughn to knock a few rough edges off the font support before we add it.

Having said that, there will probably be an unofficial version for people to try out in the very near future!
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Ironhand on September 17, 2010, 07:17:09 am
I just changed my mind about that, actually.

I think I'll throw a release together this weekend.
(just keep in mind font's a little bit buggy)
It probably won't be today, though.

Keep your eyes peeled.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Baughn on September 17, 2010, 09:14:09 am
Something to watch out for: The current truetype implementation leaks memory.

It caches rendered text, and there's no limit to how large the cache can get.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Kregoth on September 18, 2010, 04:52:38 pm
Can someone help me I am trying to use phoebes graphic set and using the save game updater, But I am getting an error. Missing item definition: ITEM_FOOD_MESH. I believe the stupid llama/cria is causing this issue anyway to fix this?
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Verdian on September 18, 2010, 08:49:42 pm
Is there anyway to get Dwarf Therapist working with this version? I get "wrong version" errors when I try to load it.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Ironhand on September 18, 2010, 09:20:36 pm
@Kregoth: Your problem is "ITEM_FOOD_MASH", actually.
It's one of the foods that I added to the set ages ago by accident.
If you want to use Phoebus' graphics set, it shouldn't be a problem, though...

@Verdian: DT has a problem with the current version of DF, not of my graphics.



Also...
Have you guys played this Minecraft game?
It is totally epic. It's like first-person 3-D Dwarf Fortress.

This is why I haven't gotten the new graphics set out yet:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Poot on September 18, 2010, 09:50:51 pm
Been playing MC too. 2nd story bedroom. Also, you're living like a true dorf, Iron.

(http://img801.imageshack.us/img801/7004/66212757.jpg)
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Vibhor on September 18, 2010, 10:02:29 pm
You got to be kidding me
I came to Dwarf fortress because I got bored of minecraft
BTW it is free for this full week(the alpha)
Anyways
What would be there for the new update
Havent been around for quite long
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Kregoth on September 18, 2010, 10:19:06 pm
@Kregoth: Your problem is "ITEM_FOOD_MASH", actually.
It's one of the foods that I added to the set ages ago by accident.
If you want to use Phoebus' graphics set, it shouldn't be a problem, though...

@Verdian: DT has a problem with the current version of DF, not of my graphics.



Also...
Have you guys played this Minecraft game?
It is totally epic. It's like first-person 3-D Dwarf Fortress.

This is why I haven't gotten the new graphics set out yet:
Spoiler (click to show/hide)

Thanks but the problem is that the game closes after clicking ok on the error. To be honest I wish there was a version that didn't add anything other then just the graphical tileset so they don't disturb the succession game I am running. I love your tileset but it useless when trying to host a succession, because no one can use their own tileset do to the added items and creatures. Do you know a way I can remove those added raws of items and animals without it giving these errors?

Oh and I love Minecraft I stopped playing after I lost a save that I had. I had created an awesome fort and had a huge mass of diamond stocked up. Lost it all due to the save disappearing sad day that was.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Ironhand on September 19, 2010, 06:39:17 am
You can just delete the entries that are problems, I guess. It's just llamas (in creatures_domestic) and some of the food items.

Sorry for the inconvenience. Most people don't seem to mind it too much, I think.
If they do, they should speak up. I could take the stuff out if it's really a hastle.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Kregoth on September 19, 2010, 04:14:59 pm
How about just a version that has only the graphics for those who don't want any modifications to the vanilla game.  I did this myself and it works just fine when swapping graphic sets.

Here the link for the file this is the full game version 0.48 all I did was replace the 3 txt files in raws/objects you had modified with the original DF files.

The files where:
Creature_domestic.txt
Items_food.txt
Language_words.txt

Click Here (http://dffd.wimbli.com/file.php?id=3136)

Let me know if this is alright for me to host on DFFD if not I will remove it. 
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Aklyon on September 19, 2010, 04:17:56 pm
you put Ironside,not Ironhand.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Kregoth on September 19, 2010, 04:22:43 pm
Ooops haha I don't know where i keep getting ironside. Must be something else that making mix up the words I will fix thanks for the info.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: lolghurt on September 20, 2010, 02:19:09 am
Ooops haha I don't know where i keep getting ironside. Must be something else that making mix up the words I will fix thanks for the info.
transformers?
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: dephelis on September 21, 2010, 05:32:15 am
Ooops haha I don't know where i keep getting ironside. Must be something else that making mix up the words I will fix thanks for the info.
transformers?

Dear God I feel old. First thing that came to my mind was Raymond Burr http://en.wikipedia.org/wiki/Ironside_%28TV_series%29 (http://en.wikipedia.org/wiki/Ironside_%28TV_series%29).
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Zwerg on September 21, 2010, 08:58:50 am
Been playing MC too. 2nd story bedroom. Also, you're living like a true dorf, Iron.

(http://img801.imageshack.us/img801/7004/66212757.jpg)


Wow, is this a mod or something, because my Minecraft doesn't look like this?
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Spoonfeed on September 21, 2010, 11:52:53 am
Wow, is this a mod or something, because my Minecraft doesn't look like this?

Dokus RPG texture pack; WARNING: Higher definition texture-packs(such as dokus) have problems with certain tiles(such as bricks).
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: The_Fool76 on September 21, 2010, 01:05:45 pm
Yea the location for the fire animations blts falls on the brick tile when using a 2x size set. Also water and magma are not animated in the larger res sets. (On the plus side, you can actually change how water and magma look in the large res versions.)

I've personally had some amusement by taking tiles from Mayday's set and making a DF themed MC tileset.  (Too bad Ironhand's set is not 16x16 or 32x32 >_> )
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Harmonica on September 22, 2010, 07:24:14 pm
I dunno, Minecraft has potential but Blockland has been around longer and is currently still a better experience. They both have their share of absolute nutters though, in terms of hours put in to building amazing things. There's patience, and then there's _patience_ :)
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: LucasUP on September 22, 2010, 09:59:59 pm
Oh no... Oh no...
Minecraft has us all.

It got me too
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: muty on September 23, 2010, 09:46:02 am
It is spreading like AIDS.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Scaraban on September 23, 2010, 10:13:13 am
It is spreading like AIDS.
chimps had it first?  :o
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Lord Vetinari on September 23, 2010, 02:04:56 pm
I tried Minecraft during the free to play / server down days, and I don't like it as it is now. Too much LARPING and too few actual interaction with the game world.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: LucasUP on September 23, 2010, 07:54:52 pm
Hey! 31.14 is out! Re-do everything!  :P

I tried Minecraft during the free to play / server down days, and I don't like it as it is now. Too much LARPING and too few actual interaction with the game world.
The multiplayer is very much like this, but Its incredibly early. The singleplayer has much more interesting interactions and gameplay, although I'd agree it needs alot more. Luckily more are planned!
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: gtmattz on September 24, 2010, 09:53:09 am
This thread needs moar ironhand/wormslayer updates and less minecraft imo...  8)
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Baughn on September 24, 2010, 10:46:55 am
You know, I was expecting .14 to take longer.  ::)

Alright! .15 it is then!  :P
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Theodolus on September 24, 2010, 01:06:51 pm
This thread needs moar ironhand/wormslayer updates and less minecraft imo...  8)

Heartily agreed... I keep meaning to check out Minecraft, but then I go and figure out how to turn on truetype (not sure how I missed that obvious init setting...) and get dragged back into Dwarf Fortress.  :)

So Baughn, I'm assuming that means TT instabilities are still around? I've only played with .14 for a brief period of time, and have only suffered one crash during worldgen.

Ironhand or Wormslayer definitely need to do something about the world map... It's odd having little wrapped gifts floating around the map now.  :P I'd work on it myself, but it's hard to find the time these days. >:(
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Gearheart on September 24, 2010, 01:24:07 pm
I'm having a little trouble using this tileset with .14.

I follow the usual routine, edit the graphics settings in the init file, put the tileset into the art directory, but then when I start up my game I get this:
(http://img84.imageshack.us/img84/7983/errrs.jpg)

I think it should be fairly obvious what is wrong with that screenshot, but I have no idea why it has happened or how to fix it. Those two tiles are the ONLY tiles affected, and everything else is working perfectly.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Deon on September 24, 2010, 01:49:52 pm
VARIED_GROUND_TILES:NO
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Gearheart on September 24, 2010, 02:35:53 pm
Ah, thanks.

That fixed it.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Ironhand on September 24, 2010, 03:30:49 pm
Yeah, I guess that might work...
You shouldn't have to do that, though.

Something must be up with our punctuation.

If I ever go and take a look at it I'll fix it up.

Sorry there hasn't been much action;
I've been bogged down with school work.
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Gearheart on September 24, 2010, 04:26:22 pm
It appears to be doing the same thing with engravings, except now it just seems to be picking a random tile from the set on walls, or using black space if it's on the floor.

Any magical option in the d_init file to fix this as well?
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: LucasUP on September 24, 2010, 04:48:07 pm
Yep, Its the line RIGHT UNDER the one you just changed.

Code: [Select]
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.

[VARIED_GROUND_TILES:NO]

If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

[ENGRAVINGS_START_OBSCURED:YES]

Note you'll still have to hide your existing engravings manually (forget the shortcut to do this, its under designations or something)
Title: Re: Ironhand's Graphics Set (new version soon?)
Post by: Gearheart on September 24, 2010, 04:53:21 pm
Ah, I was under the assumption that the init files would automatically hide all of them when selected.

I really am inept when it comes to common sense.
Title: Re: Ironhand's Graphics Set (new version soon!)
Post by: Ironhand on September 24, 2010, 06:21:57 pm
Hear ye all and be appeased:

Your pestersome pleas fall not on deaf ears.
I'mma make you a new version of Ironhand now.

It should be up shortly.
Title: Re: Ironhand's Graphics Set (new version soon)
Post by: carebear on September 24, 2010, 06:29:15 pm
 :o
Title: Re: Ironhand's Graphics Set (new version soon!)
Post by: gtmattz on September 24, 2010, 06:41:27 pm
Hear ye all and be appeased:

Your pestersome pleas fall not on deaf ears.
I'mma make you a new version of Ironhand now.

It should be up shortly.

This is why the whiners always win  8)

Thanks IH, I am sure I speak for more than just myself when I say,

You da man!

::thumbsup::  8)  ::thumbsup::
Title: Re: Ironhand's Graphics Set (new version soon)
Post by: Theodolus on September 24, 2010, 06:55:27 pm
Sweet! Waiting in anticipation...  :o
Title: Re: Ironhand's Graphics Set (new version soon)
Post by: fox967 on September 24, 2010, 07:16:46 pm
Hiya there people!!

hey, Ironhand! :D
I havent got anything useful to add, but i just wanted to express my gratitude for what work youve done.
Ive been playing DF for quite a while, and have used your graphics set, and i thought it wrong of me to just download, use, and not say thanks.

So thanks dude, for making my DF experience ever better :D The graphics are bleeding amazing :D

 :D
Title: Re: Ironhand's Graphics Set (new version soon)
Post by: Ironhand on September 24, 2010, 07:52:13 pm
Thanks!

I appreciate your support!
And I'm glad you're enjoying the set.

Ironhand 0.49 is almost done,
and you guys are gonna love it.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on September 24, 2010, 08:15:06 pm
Ta-daaa!!!

Ironhand 0.49 (http://dffd.wimbli.com/file.php?id=2511)


TTF support! (not my doing, of course)
A nice .ttf font: liberation sans bold.

Depth-sensitive swirling water graphics.

A bunch of new stuff that's taken the place of the old text slots:

workbenches, pillars, wheels, zzzs, a fruit tree, and a nice cursor
Also a bunch of stuff for workshops and whatnot.

The raws for stone and sand and everything have been completely redone.
I think they're awesome. Let me know if any of them look weird, though.



Enjoy!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Aklyon on September 24, 2010, 08:25:12 pm
Huzzah!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: WormSlayer on September 24, 2010, 10:07:17 pm
Jolly good show old chap! :D
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: gtmattz on September 24, 2010, 11:08:00 pm
The water looks really nice, too bad the Z display on the right still uses those #'s   8)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Shiv on September 24, 2010, 11:24:31 pm
This is my first time trying ironhand, so I have a question:  is this tile set just dark or did I install incorrectly?  Some of the tiles are extremely dark and I can't see them, they just blend in with the default black of unexplored tiles.  They are there, as I can make out faint lines where they should be an a pebble (lighter colored pixel) here and there but for the most part, it's indecipherable at a glance.  Is that intended to simulate the darkness of underground or...something?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: fivex on September 24, 2010, 11:27:48 pm
Something is really messed up here. The dwarf names are messed up(They have boxes if you have true type font turned on, otherwise they have various tiles from the tileset. So is the strike the earth screen and the z-level counter. Also if you have the TTF turned off...
(http://img718.imageshack.us/img718/1426/ummm.png) (http://img718.imageshack.us/i/ummm.png/)

This is my first time trying ironhand, so I have a question:  is this tile set just dark or did I install incorrectly?  Some of the tiles are extremely dark and I can't see them, they just blend in with the default black of unexplored tiles.  Is that intended to simulate the darkness of underground or...something?
The tileset is much darker then usual

I'm going to try using the upgrade thing on a fresh DF installation and see if it produces the same thing
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: LucasUP on September 24, 2010, 11:33:29 pm
Barring all the quirks, things are starting to look REALLY NICE. Great work Ironhand and Wormslayer!
(BTW Update the OP to have the right version number!)


@fivex:
Yeah, this tileset is designed for TTF turned ON.

The TTF support is incomplete, so there are a few little quirks. Some text (embark text for example) still uses the tileset. But this will be fixed eventually, and it's not really a problem.

For the SQUARES in the TTF, that could be that the font does NOT support all the required special characters, OR that its just another TTF incompleteness.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: fivex on September 24, 2010, 11:43:45 pm
Barring all the quirks, things are starting to look REALLY NICE. Great work Ironhand and Wormslayer!
(BTW Update the OP to have the right version number!)


@fivex:
Yeah, this tileset is designed for TTF turned ON.

The TTF support is incomplete, so there are a few little quirks. Some text (embark text for example) still uses the tileset. But this will be fixed eventually, and it's not really a problem.
For the SQUARES in the TTF, that could be that the font does NOT support all the required special characters, OR that its just another TTF incompleteness.
Still, the dwarf names are messed up :/
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Shiv on September 25, 2010, 12:41:12 am
Quote
The tileset is much darker then usual

Has there been any talk of a lighter one?  I dig the style and look of the things I can see, but when I can't hardly see the majority of my tunnels, well it's not much use to me.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Igfig on September 25, 2010, 01:24:02 am
I agree that things could stand to be lighter.  The trees on the world map look super-dark, with bright trunks.

Also on the world map, I don't suppose you could make small n and big V look more like hills and badlands, respectively?  Everything else blends in nicely.

Other than that, looks great!  I especially like how the fields look.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Qwazzerman on September 25, 2010, 01:25:34 am
There IS a different color scheme that comes with the tileset.  If you use the default, everything is really dark.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: fivex on September 25, 2010, 01:30:29 am
There IS a different color scheme that comes with the tileset.  If you use the default, everything is really dark.
Er... how do you enable it thne?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Vince on September 25, 2010, 01:32:09 am
I just embarked in a cold region - and everything looks more like ash-land then snow.
So yes, we've got to do something about the colors! :)

Besides that, awesome new version, yay! :D

Edit:
Oh and because I didn't mention it a whole lot of time: Ironhand, I fear I STILL prefer the sorted-by-value stone/ore tiles ;)
(The rough-hewn gems are perfect, btw, I love them!)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Qwazzerman on September 25, 2010, 01:34:07 am
It's a file in the Init folder called Colors.  Though it does make the trees look brown with bright trunks, as someone said.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Qwazzerman on September 25, 2010, 01:36:28 am
Wait, hold on a sec.  The version of DF that I manually installed the tileset has the correct colors, but the preinstalled version doesn't...
Here is the contents of the Colors.txt file in the manual install.
Spoiler (click to show/hide)

EDIT:  Also, the graphics set (creature and dwarf icons) doesn't work in either version for me.  I have no idea what to do...
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Vibhor on September 25, 2010, 02:33:45 am
Nicely done
looks awesome,using it now
The only problem I has now (<see what I did there?) is that the tileset is too small
or in other words Me wanna decrease resolution
zooming out is not possible
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Robsoie on September 25, 2010, 05:27:21 am
To zoom in you need
[PRINT_MODE:STANDARD]
instead of
[PRINT_MODE:2D]

in the init.txt

But unfortunately for this tileset, using standard instead of 2D will turn the truetype font off and you'll get very garbled text as shown by fivex in previous posts, due to now the tileset having other symbols in place of most of the text symbols :(

Ah if only that dreaded evil forced 80 horizontal tile limitation was removed, we could play on smaller windows without the very tiny display forced in 2D mode.
 
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Baughn on September 25, 2010, 05:41:06 am
Er, no. Zooming works great in 2D mode - at least, it's supposed to, and if it doesn't I want to know about it.

(In fact, it actually works better than in the other modes. Looks nicer, anyway. I've got code that fixes that for.. .15, I'm sure! Probably! *thumbsup*)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on September 25, 2010, 09:02:20 am
The thing with the messed-up dwarf names is this:

For a long time, I had removed all the fun characters and accents from names,
because I wanted all those extra tiles for other stuff, like levers and butterflies.

But now that we've got ttfs, I put them all back in. However, the ttf support right now
is having a lot of trouble rendering those extra characters. The font in there right now
is a liberation font, so it should have every character you could possibly want.

But they don't show up yet.

Baughn? Help?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on September 25, 2010, 09:03:40 am
And yeah, I noticed that the "strike the earth" screen hasn't been converted to ttf yet...
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Igfig on September 25, 2010, 12:58:45 pm
Y'know, it's probably better to leave the accents out.  Some people (such as myself) use fonts with incomplete or absent accent support.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Baughn on September 25, 2010, 02:43:58 pm
I've got code in there that converts CP437 to Unicode, but I didn't properly test it and it obviously doesn't work.

It'll work for .15. Probably.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Porpoisepower on September 25, 2010, 06:40:16 pm
For some reason when I run .49 I'm getting an error about missing Llamas... I converted my save... I'll try a new fort to be safe though.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on September 25, 2010, 07:44:45 pm
Oh nooo!!! You're right!

There's no llamas!




I shall remedy it at once!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on September 25, 2010, 07:47:53 pm
Okay, it's fixed.

Whew.


= P
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Porpoisepower on September 26, 2010, 12:06:39 am
Awesome, it's gorgeous.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Juason on September 26, 2010, 12:44:25 am
I can't be sure if this is related to your pack or not, but I downloaded the full DF + Ironhand's earlier and have been getting crashes when placing buildings from time to time.  When it happens for a particular type of building, it will always happen if I reload my save and try and place it. 

If I set GRAPHICS to NO, the crashing appears to stop.  This is with version .14 using 2D mode without anything special setup in the init files and no other mods.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Baughn on September 26, 2010, 03:45:00 am
Well, which building?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Juason on September 26, 2010, 08:39:41 am
Heh, so far Carpenter's workshops and the Trade Depot. 
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Juason on September 26, 2010, 09:24:53 am
Ok, looks like it is any building.  Well that didn't pan out.  I thought it may be due to having only WOOD to build with, but I just excavated some stone and it is still crashing.  I re-downloaded it after the post about llamas not working, just in case..but I still don't see an improvement.  Thanks for taking a look!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Poky on September 26, 2010, 10:51:19 am
Building workshops works fine for me, no crashing after building carpenters. :)
The only problem really are diacritics letters.. :) I hope it will get fixed soon so I can fully enjoy it :)
but, is it me or does your graphics set looks somehow more clear now? I love how clear the text is.. Good job on that. :)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Juason on September 26, 2010, 11:06:57 am
Hurgh.  So I just tried Phoebus' set, and had it crash there to in the same exact way.  The only similarity I can see is using the Graphics:YES option.  TrueType YES/NO doesn't appear to have any impact.   I'll move this into another thread so as to not de-rail this conversation. 
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on September 26, 2010, 11:07:58 am
Poky: That's because it's a ttf.
That's what this release is all about.

And yeah, that's not a problem with our sets;
it's a problem with the release in general...
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Poky on September 26, 2010, 11:11:16 am
Poky: That's because it's a ttf.
That's what this release is all about.

And yeah, that's not a problem with our sets;
it's a problem with the release in general...

Ah, so there's nothing to do about it now?
(I ask because I was waitting for this one so I have fort created with Phoebus now as well and there are no these characters.. so it's just because Phoebus' not using ttf?)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: WormSlayer on September 26, 2010, 02:02:40 pm
I agree that things could stand to be lighter.  The trees on the world map look super-dark, with bright trunks.

Also on the world map, I don't suppose you could make small n and big V look more like hills and badlands, respectively?  Everything else blends in nicely.

Other than that, looks great!  I especially like how the fields look.


Fixing things like the weird dark trees with black leaves is going to have to wait until we can get this shader stuff running.

The n and V on th Map are *so* getting changed though have now been banished! :)
(http://i.imgur.com/2yITf.png)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Zisteau on September 26, 2010, 02:53:54 pm
Hey guys, haven't played the game in about 3 years and just DL'ed the new version with Ironhand's graphics set. Looks great, but its so dark I can't see the z-level number to know what level I'm on. Is there a way to fix this? Do I need to manually edit the Color file in the INIT folder?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: WormSlayer on September 26, 2010, 04:09:43 pm
Well your not alone, "too dark" is probably our most common complaint :D

I would recommend calibrating your monitor / graphics card levels - If these are set correctly you should be able to clearly see even the darkest things in our set.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Morwaul on September 26, 2010, 04:31:08 pm
Hello Team Ironhand

Just wanted to say thank you for the update.  It looks like some of the ground colors may be a little lighter and that is appreciated.  The fonts are freaking incredible.  I like many of the graphics changes also.  Many graphics seem bigger which is very nice and the stairs are better.  Ther cursor is much easier to see though it would be better if you could change the up/down stairs to something different....maybe a spiral staircase? Anyway, overall a totally awesome upgrade.

Of course there are things I would still change.  I would brighten the floors a little more.  Maybe make the range anywhere from around the brightness of the orthoclase and native gold floors which are perfect to the microcline floors being on the lower end of visible.  Everything that is darker just fades to black and makes it hard to see stockpiles and some items.  I didn't even realize the regular stone floors had texture until this release.  The texture is quite nice.  Make it bright enough to for us to see please.  Other than that I don't care for the Bin X graphic.  I wish it could be a little bin like Mayday or something but this is minor.  Hey, you could make a new Bin graphic.  Give its graphic to the up/down stairs, and leave the cursor as it is now. 

Anyway, you guys are the geniuses, I'm just glad to get to use the magic you make.  Thanks for making it.

Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Zisteau on September 26, 2010, 04:48:01 pm
Well your not alone, "too dark" is probably our most common complaint :D

I would recommend calibrating your monitor / graphics card levels - If these are set correctly you should be able to clearly see even the darkest things in our set.

After playing the game for a bit and getting used to it again, I realize this issue is just with the z-level labels, everything else is fine, but those 3 tiles in the bottom right with the z-level number are totally black...maybe the numbers are black on black background for some reason?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: WormSlayer on September 26, 2010, 06:05:24 pm
@Morwaul - Unfortunately bin/updown stairs/archery target/etc. all still share the same tile so nothing we can do about it yet except continue to fiddle with it :(

@Zisteau - You mean the terrain height display on the embark screen?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Morwaul on September 26, 2010, 07:51:01 pm
I think he means the Z level display when you are in the games proper (Bottom right of the screen).   It is just a black square where the numbers should be.  Mine is the same way.

If it helps I am running DF 31.14 with Genesis 31.13 graphical dumped on top (using deons instructions) and then with IH .49 dumped on top of that. 

p.s. Cool Coffins!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Vhorthex on September 26, 2010, 08:32:14 pm
I think he means the Z level display when you are in the games proper (Bottom right of the screen).   It is just a black square where the numbers should be.  Mine is the same way.

If it helps I am running DF 31.14 with Genesis 31.13 graphical dumped on top (using deons instructions) and then with IH .49 dumped on top of that. 

p.s. Cool Coffins!

I tried to do the same, but when i read the engravings, dwarf details, etc... it uses the tilesets, so all the "o" are wells and so on.

is there a way to get the true fonts all the time? :D

This is amazing!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Morwaul on September 26, 2010, 09:09:58 pm
Hey Guys

One more thing just in case you have not noticed it.  When in the units screen (u menu) Whatever line I have highlighted is just a white bar and I cannot see any text on the highlighted line.  Also, there is a Wild Animal called a "Fire Man" on my map in a lava pool.  When I look at him using "k" I can see that he is a Fire Man but when I look at him with "v" or in the "u" menu all I can see is a red block where his name is.  Not sure if it is red on red text or just a block.

Thanks
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Zisteau on September 26, 2010, 10:29:38 pm
I think he means the Z level display when you are in the games proper (Bottom right of the screen).   It is just a black square where the numbers should be.  Mine is the same way.

If it helps I am running DF 31.14 with Genesis 31.13 graphical dumped on top (using deons instructions) and then with IH .49 dumped on top of that. 

p.s. Cool Coffins!

This. Not talking about the embark screen, talking about the z level number in bottom right when you're in the main part of the game.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Qwazzerman on September 26, 2010, 10:46:11 pm
As I mentioned before, the Ironhand complete pack has a different Colors.txt file than the graphics set alone.  The one in the complete pack is really dark but it improves dramatically if the other file is used.
So if everything is too dark, try replacing the contents of the Colors.txt file in the data/init folder with the following:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Verdian on September 26, 2010, 11:56:28 pm
I am enjoying the new version, but wanted to report two minor problems: First, the Artifact description menu is not using ttf, so it is full of symbols and the old font. Second, on the unit select screen (u), the bar showing which unit you are currently on covers up all of the information (name, job, ect) of the unit. Kind of annoying, but hardly game breaking.

Keep up the good work!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Immacolata on September 27, 2010, 05:09:24 am
Several screens still use the mono space fonts, like the dwarf view menu where it writes a bit about your dwarf. I think it was mentioned that this is due to DF it self, not Ironhand.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on September 27, 2010, 02:19:35 pm
Yeah, there are a lot of bugs with the ttf support right now.
They are not things that I can make better, but they should be remedied shortly.
The z-level stuff you guys are complaining about is included in that category.

The darkness thing is our most common complaint. If you have a monitor with high differentiation,
the game is gonna be more contrasted, and all the darks are gonna blend together somewhere around invisible.

My monitor is apparently very low on contrast. Maybe I'll get a new one later and start edging back towards the light side,
but for now it looks fine to me and WormSlayer, so we kinda have trouble finding any motivation to change it.
Lighter color schemes should do wonders for you guys, though, if ours looks too dark for your liking.



Good stuff, Wormy.
I'm going to administer some TLC to world maps in the future, especially once we get all that fun tile-control stuff.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Theodolus on September 27, 2010, 03:09:31 pm
So, just a little nit-pick, that I'll have to verify once I get home to my nice monitor... Pillars look weird, and end up looking like they are holes in walls. Tiny little squiggles cue me into them being pillars, but I have to strain pretty hard to see it. Can anyone else speak towards this?

Spoiler (click to show/hide)

edit: nm. forgot that I hadn't actually downloaded the new IH pack on this machine yet...   ::) Oops.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Igfig on September 27, 2010, 09:27:03 pm
I would kinda like a more pillary tile for the pillars, just so I can differentiate between fortifications and pillars more easily.  But that's way low priority.

Hey, by the way.  Did you guys ever get anywhere with making the engraved walls look different from regular smoothed ones?  Mosaicy patterns or extra smoothness or whatever it was?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Morwaul on September 27, 2010, 10:51:54 pm
Lighter color schemes should do wonders for you guys, though, if ours looks too dark for your liking.

Ironhand (or anyone who knows)

Is there a way to change the color scheme to a lighter one on your graphics set?  If so, how do I do it?  I saw a post back a page or 2 on the colors.txt file but when I compared mine with his they were identical.  If it is just a matter of swapping out this file can you recommend one for me.  If not just point me in the right direction.

I really like the Ironhand graphics and want to continue using them but if there was a way brighten it easily this dwarfs happy meter would go right up to ecstatic.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Qwazzerman on September 27, 2010, 11:53:49 pm
I saw a post back a page or 2 on the colors.txt file
If I'm not mistaken (and I could be since I am completely guessing) the Colors.txt file contains the standards for basic colors in the game (magenta, cyan, black, etc.), using the R/G/B notation.  So if you adjusted the values and made all the colors a little lighter, perhaps the game would be brighter? 
Or you could make your own *crazy* color scheme!  Red is black!  Blue is up!  Magenta now attracts iron!

And you could always save a backup file and replace it if things go wonky.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Antilope on September 28, 2010, 08:48:29 am
Anyone else experiencing crashes when loo[k]ing at certain things in Fortress Mode? Currently it happens when looking at a smear of cyclops blood. It never happens when not using True Type so it could be a vanilla bug.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: gtmattz on September 28, 2010, 10:56:26 am
Lighter color schemes should do wonders for you guys, though, if ours looks too dark for your liking.

Ironhand (or anyone who knows)

Is there a way to change the color scheme to a lighter one on your graphics set?  If so, how do I do it?  I saw a post back a page or 2 on the colors.txt file but when I compared mine with his they were identical.  If it is just a matter of swapping out this file can you recommend one for me.  If not just point me in the right direction.

I really like the Ironhand graphics and want to continue using them but if there was a way brighten it easily this dwarfs happy meter would go right up to ecstatic.

Head over to the wiki and look up 'color scheme', there are quite a few different schemes you can try out, maybe one of them will suit your eyeballs.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: ungulateman on September 28, 2010, 10:57:08 am
I've been getting crashes from looking at certain things in Legends or changing my fortress's name. It's probably a DF thing rather than an Ironhand thing.

It's a shame that TTF isn't implemented for each menu yet. The dwarf individual pages are hideous, as are the history pages for the most part.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Immacolata on September 28, 2010, 12:54:52 pm
Anyone else experiencing crashes when loo[k]ing at certain things in Fortress Mode? Currently it happens when looking at a smear of cyclops blood. It never happens when not using True Type so it could be a vanilla bug.

I haven't even seen a cyclops yet :)

Quote from: ungulateman
It's a shame that TTF isn't implemented for each menu yet. The dwarf individual pages are hideous, as are the history pages for the most part.

Yes, I switched back to Phoebus because the many non-TTF screen and blocks where accented characters should be, it got too annoying on my eyeballs. If I understood it correct, it is Toady One who needs to convert the remaning non-TTF screens, Ironhand can't do a thing.

But what about the accented characters? Why are they turning into blocks?

Anyways,  I really prefer Ironhands beautiful tiles. They are both refined in their detail and I love the choice of colors. On Phoebus I hate red sand so much, but it looks delicate on Ironhand.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: gtmattz on September 28, 2010, 01:39:00 pm
But what about the accented characters? Why are they turning into blocks?

I think it is something in the way it is interpreting the font.  I tried a few other fonts that have all the special characters and they do the same thing, so I am assuming it is something with the game and not the specific font that Ironhand picked.  Now where this problem gets fixed is another thing, it is definitely not something that Ironhand can clear up, so we will have to wait till Baughn finds the problem I think.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ratbert_CP on September 28, 2010, 02:24:15 pm
I haven't even seen a cyclops yet :)

Keep an eye out for them...
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Immacolata on September 28, 2010, 03:29:32 pm
I haven't even seen a cyclops yet :)

Keep an eye out for them...

As many as I can spare, one should suffice ;)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Wideman on September 28, 2010, 03:56:28 pm
just gotta say.

F**KING  AMAZING, yes at the moment it has problems. but hey, theyll be overcome soon, but yeah. the set is really good and i use it all the time. and i hope you keep updating it, and keep it current.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: carebear on September 29, 2010, 11:39:31 am
When all the issues are solved with DF and the graphics set this is going to be the best thing evar! :D
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: microMOOSE on September 30, 2010, 01:32:07 pm
Ive crashed looking at an ettin in the latest update.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: ungulateman on September 30, 2010, 09:08:54 pm
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.

*sticks to 31.12*
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: GHudston on September 30, 2010, 09:38:13 pm
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.

*sticks to 31.12*

I agree! However, I was between fortresses when I installed the new version and have since deleted the old version. Now I can't find it anywhere!

Is there anywhere to download one of the earlier, more stable versions of this set until the various crashing and text issues are gone?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Harmonica on October 01, 2010, 01:22:37 am
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.

*sticks to 31.12*

I agree! However, I was between fortresses when I installed the new version and have since deleted the old version. Now I can't find it anywhere!

Is there anywhere to download one of the earlier, more stable versions of this set until the various crashing and text issues are gone?

I'm not sure if there's a repositry of them anywhere, I assume Ironhand has them saved. I myself have 0.46 zipped but you'd probably want 0.48 (latest pre-true type)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: oolon1 on October 01, 2010, 01:50:19 am
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.

*sticks to 31.12*

Yeah, this is because the o-circumflex character is causing some sort of weird line ending or code interrupting error, instead of turning into a block like the rest of the diacritics.  I made a bug report when 0.31.13 came out.  Sounds like based on what Baughn said earlier in the thread that it'll be fixed in the next patch.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on October 05, 2010, 08:24:22 am
Oh, wow, new versions...

It might be the weekend before I get around to updating, though.


Also, Baughn: when can we expect all that delightful awesome manual tiling stuff?
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Deon on October 05, 2010, 09:54:17 am
Come on, update! There's just a few tweaks, and I already use your 0.49. I wish truetype fonts were aligned properly and were more beautiful though.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Zanethda on October 05, 2010, 10:15:55 am
Meant to comment on this sooner, herp derp easily distracted. I always admire the ability to fit such detail into a small amount of space, and these sprites are no exception. You've done a fantastic job, and it looks like you managed to do quite a bit with that extra pixel width on each side. High fives for you, good sir.

I think I need to go hunt down where this fancy upcoming graphical support was mentioned. It sounds quite lovely, and I'm trying to fit together a tileset of my own >_>

Yeah, this is because the o-circumflex character is causing some sort of weird line ending or code interrupting error, instead of turning into a block like the rest of the diacritics.  I made a bug report when 0.31.13 came out.  Sounds like based on what Baughn said earlier in the thread that it'll be fixed in the next patch.
Was wondering which character was eating the rest of the text after it. D: Makes job cancellation messages even more aggrivating.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Yardo on October 06, 2010, 06:43:15 pm
Using it with ver31.16, works. Just had to merge the raws that come with Ironhand's pack and the new raws from the new version.
Only issue I have is that the pillars look like the wheel symbol also used on the trade depo. Can't seem to find how to use the nice
square ones from the set. So all walls end in a wheel for now, I can live with that. :)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: ginsweater on October 06, 2010, 07:51:28 pm
Only issue I have is that the pillars look like the wheel symbol also used on the trade depo. Can't seem to find how to use the nice
square ones from the set.

I believe it's in d_init.txt (in the data/init directory). Change PILLAR_TILE to 199.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Yardo on October 06, 2010, 09:07:49 pm
Ah, thanks, that is a place I did not check yet. I'll have a look as soon as a get home.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: rntrndrw on October 07, 2010, 03:12:38 am
Could someone upload there merge with 31.16, please?

I really want to try out this tileset, it looks amazing
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Nemo157 on October 07, 2010, 06:43:21 am
I have done a quick merge of Ironhand's update with 31.16.  Only part of the raws other than graphics that seemed different was something about llama's and I think prepared food, these weren't added and just left in diff.txt.

Tried generating a quick fort and it loaded fine, will start up a fort and post any problems I find.

http://db.tt/hhd0gKS (http://db.tt/hhd0gKS)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on October 07, 2010, 08:35:58 am
I think I'll be able to get to it shortly.



Oh hey, what do you call a group of dwarves?

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Nemo157 on October 07, 2010, 08:55:59 am
Awesome :)

I have found one problem with just merging the raws, the miners are getting the child picture instead of the miner one, other than that its working.
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Ironhand on October 07, 2010, 09:51:44 am
People have had that problem before...

I think it's because you've got a "graphics_example.txt" file in your raw/graphics folder.
Try killing that (or just removing all the text from it so it's an empty file) and see what happens.
Title: Re: Ironhand's Graphics Set (0.491!!!)
Post by: Ironhand on October 07, 2010, 10:50:30 am
I don't want to call it 0.50 yet, because I'm waiting for that cool stuff that Baughn's promised us...

Anyway ENJOY! (http://dffd.wimbli.com/file.php?id=2511)


Also, I'm trying my hand at making music just for the fun of it.
It's in there if you want to play with it.

I think Toady's is better, though.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 07, 2010, 11:04:00 am
Also also, check out our most recent Minecraft project.

It's a nice boat. Three and a half decks. Portholes, gun windows, storage, three masts, crow's nest, the whole nine yards.

We lit it on fire. (http://www.youtube.com/watch?v=O9K-zIU93IM)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: rntrndrw on October 07, 2010, 11:15:58 am
This tileset looks weird to me. Big parts of the world map are completely black. Text is being replaced with things like skulls and wells. And I have what looks like crates inside the mountain(This might be normal).

Besides those few things It looks amazing! I really like the way the water swirls, and the funny little dorf with a monocle.

Edit: Nice boat!
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 07, 2010, 11:37:31 am
Yeah, the crates in the mountain thing is something we can't change (right now).
But it'll be one of the first things fixed when we get all that fun new stuff from Baughn.

The second thing I'm gonna look at, though, is the world map. It'll get pretty, don't worry.
Anyway, if there's black spots, it's probably WormSlayer's fault. = P But it'll get fixed later.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: gtmattz on October 07, 2010, 11:38:43 am
Text is being replaced with things like skulls and wells.

That is because Toady and Baughn have not completed converting all of the screens to use true type fonts, which this tileset is using.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: rntrndrw on October 07, 2010, 11:59:38 am
Ok thanks guys. I thought maybe it was something on my end. Tileset looks amazing right now, cant wait to see where you take this.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: carebear on October 07, 2010, 12:11:07 pm
This thread could use some more screenshots of the latest release. I might be able to make a few.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Classico on October 07, 2010, 12:36:49 pm
Also also, check out our most recent Minecraft project.

It's a nice boat. Three and a half decks. Portholes, gun windows, storage, three masts, crow's nest, the whole nine yards.

We lit it on fire. (http://www.youtube.com/watch?v=O9K-zIU93IM)

So it continues to burn below the waterline? I'll be glad when fluids are modeled properly. Very nice btw, any interior shots?

Thank you for the update to .16, this set is amazing. Keep up the awesome work!
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 07, 2010, 03:54:25 pm
This thread could use some more screenshots of the latest release. I might be able to make a few.

That would be awesome! Please do!

Anybody else who can find the time, feel free to toss a few screenshots my way.
I'd love to have a little screenshot gallery on the OP to give people an idea of how it looks.


So it continues to burn below the waterline? I'll be glad when fluids are modeled properly. Very nice btw, any interior shots?

Yeah. Also, the whole "not falling even when nothing's supporting it" deal. I'd love it if our ship could ACTUALLY float on the water,
so we could sail it around and stuff. And like fall apart properly and sink when we choose to destroy it. I don't know how much of that's gonna happen.

I don't think we've got any good interior shots right now. I mean, the pretty part is the outside. I've got a little cabin under the poop deck,
and there's room for the rest of the crew below decks. But it's nothing as pretty as the sails and stuff on the outside.



Anyway, glad you like the tileset. It's far from done-- we have GRAND plans!  = P

Just wait.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Stormchild on October 07, 2010, 04:12:03 pm
Just want to say thanks for the repackage !

And nice job with the boat. Both with the building and destruction (both are needed for proper balance, a philosopher would say)

Keep up with the winsauce.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 07, 2010, 04:39:51 pm
So I hear interesting things are going on here.
I really must pay attention to this more often. Miss a day and you've already got another update out, lol.

Your tiles are always nice, but I wish I could use them. At the moment I'm having curious issues with me fortress, so can't really enjoy the fanciness much.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Wavecutter on October 07, 2010, 06:22:59 pm
Hre is a pic of the latest Ironhand version on my 40 inch flat screen.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Yardo on October 07, 2010, 06:54:04 pm
Oh, update, great! This is my favorite tileset, great work!
And nice boat by the way.  ;D
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: rntrndrw on October 07, 2010, 08:02:48 pm
Hre is a pic of the latest Ironhand version on my 40 inch flat screen.
Spoiler (click to show/hide)

Oh man, you took a picture of your entire monitor?

Its hard to see, its a little fuzzy. Try pressing alt+print screen, and then pasting into paint.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Wavecutter on October 07, 2010, 08:09:14 pm
It's my television.

http://www.mitsubishi-tv.com/product/LT40164
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: rntrndrw on October 07, 2010, 08:11:30 pm
Hey, I use a T.V. as well. Heres a shot from my 28 inch HD.

(http://img814.imageshack.us/img814/1307/dryriver.th.jpg) (http://img814.imageshack.us/i/dryriver.jpg/)

Thats actually really cool embark, theres a dry river bed running through the mountain. And theres eagles soaring!
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Aklyon on October 07, 2010, 08:12:07 pm
if its connected enough to show that, it should be connected to alt+printscreen, though that'll be a huge pic...
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Wavecutter on October 07, 2010, 08:13:40 pm
I thought that the cool part was that it was on my TV. If i prnt scrn you cant tell it's on my TV.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: rntrndrw on October 07, 2010, 08:16:05 pm
Well you could just say its on your T.V.

I would belive you.  :P

Sometimes I wished I had a real monitor. My HDTV natively displays 1360x768 while my friends monitor is capable of reaching MUCH higher resolutions. somthing like 1900x1600!

Edit: WOW! Thats a nice TV!
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Aklyon on October 07, 2010, 08:17:07 pm
you have a point there.
but it doesn't really show off Ironhand's set much, besides the fact that it still looks pretty decent even with glare.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Greendogo on October 08, 2010, 07:57:25 am
Does anyone have any links to information about Baughn's improvements to the graphics system that Ironhand is so excited about?
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Arucard on October 08, 2010, 08:13:18 am
Kind of surprised the call for screenshots hasn't produced some amazing works yet.  ???

Well it appears FRAPS doesn't like DF anymore, but I took a couple with the in-game tool. They are severely cropped, and kind of hard to see (damn FRAPS) but do show off some of the different tiles.

in the new fort
(http://i923.photobucket.com/albums/ad79/Arucard_Tepes/IH491-1.png)

Some wilderness
(http://i923.photobucket.com/albums/ad79/Arucard_Tepes/IH491-2.png)

Use them if you like, until some good ones come along anyway.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: ironhand_fan on October 08, 2010, 10:38:49 am
So, a bit more pictures:

The Outside, during late spring, you can still see some trees are snowcovered.
(http://i1128.photobucket.com/albums/m481/ironhand_fan/ironhand_048_fronzen_river.jpg)

Barracks, Graves and workshop areas.
(http://i1128.photobucket.com/albums/m481/ironhand_fan/ironhand_048_barrracks_work_grave.jpg)

Gems, and other itmes in warehouse.
(http://i1128.photobucket.com/albums/m481/ironhand_fan/ironhand_048_warehouse.jpg)

Farming the well-known plump helmets (and other food stuff around there).
(http://i1128.photobucket.com/albums/m481/ironhand_fan/ironhand_048_farms.jpg)

Dwelling deep undergroun are (harmless mushrooms and friendly creatures).
(http://i1128.photobucket.com/albums/m481/ironhand_fan/ironhand_048_underground.jpg)

And last, the best place for a dwarf - meeting hall, getting a drink. Notice the Engraved walls. (And the Goblins are actually in cages).
(http://i1128.photobucket.com/albums/m481/ironhand_fan/ironhand_048_meeting_hall.jpg)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 08, 2010, 01:00:02 pm
Oh, also, Baughn: am I gonna have an easy way to find the size (number of tiles) at which the screen is currently being displayed?

I have some ideas. = P


Also also,
did you guys see that stuff on the dev page about the new trolls?

I'm pretty excited about that.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Deon on October 08, 2010, 01:14:20 pm
The game starts to look just like forums... Random trolls here, random trolls there.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 08, 2010, 01:24:52 pm
And we get to kill them in creative and violent ways!  = D
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: YouR_DooM on October 08, 2010, 01:47:52 pm
Moar pics

Large view ( how I play ):
(http://i1090.photobucket.com/albums/i372/YouR_DooM/Immagine.jpg?t=1286563599)

Zoomed all the way:

(http://i1090.photobucket.com/albums/i372/YouR_DooM/Immagine-1.jpg?t=1286563826)

I tried to get a little bit of everything in the screen, to show as much as possible.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 09, 2010, 12:08:41 am
Ooh, fancy screenshots~
Your forts are fairly nice~

I have a couple of mine too.

This is the outside of my fort. We're situated on an evil salt water glacier, thus all the corpses lying around the place. Goblins don't like skeletal elk, apparently.
Spoiler: Outside (click to show/hide)

This one's my barracks, where all my soldiers go to not train. Also got a bit of storage around here, and that room made out of ice belongs to my captain of the guard (currently deceased).
Spoiler: Barracks (click to show/hide)

Conveniently located near to my barracks, I also set up a little hospital. At least one of the dwarfs in those beds is missing a limb.
Spoiler: Hospital (click to show/hide)

This is one of my housing areas. I have another one like this set up another level down, 'cause I liked the way it looked. People sure like leaving things lying around.
Spoiler: Housing (click to show/hide)

Underneath the plebeian housing is the noble housing. Finally got upgraded to a barony, so I had to make a new room that may or may not resemble the USS Enterprise.
Spoiler: Noble Housing (click to show/hide)

My awesome dining hall. Ran out of gold and I don't know what metal/rock is black, so I have yet to finish it.
Spoiler: Dining (click to show/hide)

The heart and soul of a fortress: the farms and workshops.
Spoiler: Main Area (click to show/hide)

A little trap for forgotten beasts, and also some underground shrubbery.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Domenique on October 09, 2010, 03:26:20 am
You sure like, uh, elaborate rooms :).

Here's my fortress:

Spoiler (click to show/hide)

Lower right contains the soon to be offices, barracks and the hospital, the left side contains living room with dining hall in the center and to the right are the workshops with stockpiles in the center and below it. There are also sewers underneath but they're not much to look at.

By the way, is there a way to make the tileset brighter, because i have to set my monitor at 100% brightness and 100% contrast to see a thing. Otherwise, this is the most awesome graphics for DF i have ever seen.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Yardo on October 09, 2010, 06:16:31 am
Nice, here is my fort.

The entrance, nothing fancy, there is a level of fortifications on top though.
Spoiler (click to show/hide)

Workshops. Storage is between the outside and the workshops, but those are rather boring :)
Spoiler (click to show/hide)

Rooms and dining area.
Spoiler (click to show/hide)

Hospital and barracks, with danger room.
Spoiler (click to show/hide)

The level below the hospital only has the water resevoir for the well.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 09, 2010, 07:42:06 am
Thanks guys! Those are great!
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 09, 2010, 07:44:13 am
Durithill:

Orthoclase (in your wall right there in the dining hall) is the same color as gold.
Nobody would ever know the difference, and I'm sure the room is already 'legendary'.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 09, 2010, 12:34:01 pm
@Domenique:

I do like elaborate rooms. I like trying to make things look fancy, with the exception of my workshop areas usually~
Although this time I can't take credit for the design of the dining room and the regular housing.

@Ironhand:

You're right, it is already legendary. I do have more gold though, it just needs to be mined out. There's still a ton left back where I mined out the other stuff.
Any suggestions for dark pink and regular pink metals or stones though? I know you mentioned some stuff before, but I forgot what and it might just be me but it looks like there's been color changes in this update.

My ice dome is almost complete too. Unfortunately my dwarfs have developed an unusual habit of suffocating the moment they step outside.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: gtmattz on October 09, 2010, 06:02:15 pm
Here is a sequence of a waterfall setup:
Spoiler (click to show/hide)

And my front gate:
Spoiler (click to show/hide)

The waterfall draws its water from a murky pool which is fed water from the high volume pumping setup to the right of the trade depot which gets its power and water from an aquifer on the level below.  The trade depot is drowning chamber which drains into the aquifer through the grates, and is also fed from the pumps.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: xDarkz on October 10, 2010, 01:40:46 am
Hey Iron, glad to see you guys are up and at it again ;].
The screencaps are great! Your tileset really emphasizes the uniqueness of every one of our fortresses :].

I have one question though.
I'm playing on my netbook, so obviously the screen will be severally cropped. I tried zooming but it's still extremely small and very hard to see. Is there anything I can do to resolve this? The vanilla version of Dwarf Fortress seems capable of zooming in all the way, but this tileset won't allow me to zoom anymore, it stays in the corner of the screen even while full-screened.
Any ideas?

Thanks mate :]
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 10, 2010, 07:03:31 am
Hmmm... here I thought my tileset would let you zoom in BIGGER than the default ones,
because it zooms in up to its native resolution. Or so I thought. Does anybody else know?
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Morwaul on October 10, 2010, 07:36:10 pm
I never play with it zoomed all the way in because it is to big when I do so.  Of course I am playing on a regular LCD at 1980x1200 resolution and not a netbook so who knows.  Seems like it would get just as big or bigger with les resolution and that you just wouldn't be able to see as much....
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 10, 2010, 09:33:33 pm
Is it just me, or is the text supposed to be doing this? I looked at the dwarfs in question with Dwarf Therepist, and it seems like it happens on the special characters (ä, í, î, etc.).

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Cruxador on October 11, 2010, 12:33:54 am
Is it just me, or is the text supposed to be doing this? I looked at the dwarfs in question with Dwarf Therepist, and it seems like it happens on the special characters (ä, í, î, etc.).

Spoiler (click to show/hide)
That's normal; special characters are not correctly integrated. It'll be fixed sooner or later.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Tormy on October 11, 2010, 08:10:15 am
Is it just me, or is the text supposed to be doing this? I looked at the dwarfs in question with Dwarf Therepist, and it seems like it happens on the special characters (ä, í, î, etc.).

Spoiler (click to show/hide)
That's normal; special characters are not correctly integrated. It'll be fixed sooner or later.

Let's hope that Baughn will fix the [most] problematic things for the next update.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Deon on October 11, 2010, 09:20:27 am
It's not a problematic thing for me :). I usually (always) play without special characters.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: gtmattz on October 11, 2010, 12:13:44 pm
It's not a problematic thing for me :). I usually (always) play without special characters.

How does one go about removing the special characters?  I find them very annoying, even when they work.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: magmaholic on October 11, 2010, 12:39:42 pm
@ironhand-how about modifing your first post?and add a download link there?
we cant see the change in graphics.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 11, 2010, 03:21:47 pm
Oh, I forgot to change the first post,
but it's still at the same URL.

I'll change it now,
but that will always be the most current link.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 11, 2010, 04:59:43 pm
Does any know of a way to get Ironhand's graphics working on a Mac version of Dwarf Fortress? A friend of mine has been trying to upgrade his fortress, but can't figure out how. He already tried just copying in the new raw and data files, but it didn't work.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 11, 2010, 06:58:36 pm
It should.

Download the Mac version.
Download the Ironhand Upgrade pack.
Drag the upgrade into the same folder,
and overwrite all the overlapping stuff.

It should work...
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 11, 2010, 07:44:47 pm
That's what we did though, and now his game just crashes instead of running.
I told him to get a PC, but apparently that's not an option, lol.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: risinglegend on October 11, 2010, 10:29:41 pm
Durithill, I just spent an hour on the mac and finally figured it out. Follow these steps and it should work for you too:
- Download the full "Ironhands package"
- Download the mac version of dwarf fortress: df_osx
- Open both files
- Drag the "df" file from df_osx over to the Ironhands folder
- Remove the file called "Dwarf Fortress.exe" from the Ironhands folder. You can trash it.
- Drag the "dwarfort.exe" file from the df_osx over to the Ironhands folder
Click the "df" file to start the program and it should work for you  :) Hope it helps! Let me know!  :)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 11, 2010, 11:51:48 pm
Sweet, thanks! I'll try to get him to look at it tomorrow when he wakes up.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Deon on October 11, 2010, 11:58:28 pm
It's not a problematic thing for me :). I usually (always) play without special characters.

How does one go about removing the special characters?  I find them very annoying, even when they work.
http://dffd.wimbli.com/file.php?id=2158
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: xDarkz on October 12, 2010, 02:19:54 am
Hey Iron, thanks for the reply. Didn't see it till now but here is what my screen looks like. What you see is exactly how the game runs at max zoom on the netbook. Older versions of your tileset gave me much bigger sprites :o. Is there anything I can individually do to resolve this?

Thanks again!
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 12, 2010, 03:23:10 pm
It's gotta be an init problem, somehow...
Play with those, I guess. I wish I could help you more.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 12, 2010, 10:43:10 pm
Out of curiosity, what does the tileset look like on your netbook without full zoom? Is there any discernible change as you zoom?
That looks like it's about the same size as just my regular zoom.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: gtmattz on October 13, 2010, 11:26:49 am
It's not a problematic thing for me :). I usually (always) play without special characters.

How does one go about removing the special characters?  I find them very annoying, even when they work.
http://dffd.wimbli.com/file.php?id=2158

Thanks!
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Slye_Fox on October 13, 2010, 11:39:36 am
How does one go about removing the special characters?  I find them very annoying, even when they work.
http://dffd.wimbli.com/file.php?id=2158
I tried this, but when i try to load a game, it says missing definitions.
The special characters are causing problems ingame, some dwarfs are having their names ad profession's cut off.

e.g. I have a dwarf called "Cilob Kadôlemal, Soldier" in DwarfTherapist, but in game it's just "Cilob Kad"
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 13, 2010, 01:30:08 pm
You mean when you look at him with k or v? Yeah, that's how the game works.
If you want a list of your dwarves along with their professions, hit...
oh, what is it? L? Or something?

Gosh, I haven't played DF in a while.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Slye_Fox on October 13, 2010, 03:02:59 pm
v still lists their name and professions, but on this one (and a couple of others), their names are cut in half.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: zippy on October 13, 2010, 09:13:17 pm
Hi.. maybe someone already asked that question and get answer, but..
Spoiler (click to show/hide)
Is this normal? i mean that... sumbols instead letters.. if not - how 2 fix it?
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Slye_Fox on October 13, 2010, 09:58:02 pm
Ironhand's set now uses the new TTF (True Type Font) function that has recently been implemented for testing.
As this time currently, not all text screens or special characters have been done.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: gtmattz on October 14, 2010, 02:51:03 am
Hi.. maybe someone already asked that question and get answer, but..
Spoiler (click to show/hide)
Is this normal? i mean that... sumbols instead letters.. if not - how 2 fix it?

As the above poster stated, this is perfectly normal for the current version of this graphics pack.  You will just have to be patient for now, until the Toad and Baugn have taken care of everything this is going to be a running issue.  If you absolutely cannot stand it, there is always the Phoebus pack to fall back on.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: lagging savant on October 14, 2010, 02:28:53 pm
Iron,

I'm developing a free roguelike and would like permission to use this font set.

Would you have any objection? Please PM me via this board if you'd like to open a dialogue.

Thanks
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 14, 2010, 03:54:30 pm
Sure, go ahead!

Just give me (and Wormslayer) credit for it.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 14, 2010, 03:58:23 pm
I got a broken announcement today, interestingly enough. It went as such, and I'm not sure if I want to know what it is considering my fortress is headed towards a tantrum spiral.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 14, 2010, 06:26:01 pm
Vucar Kad battle axe!!!! Arrr!

Yeah, there's a character or two that's printing as a \n or something.
Should be fixed eventually, whenever they get to the text stuff again.

Not something I can make better. Sorry.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 14, 2010, 07:51:40 pm
Raarr!

Alright. Well luckily Vucar Kad is in prison, so I shouldn't be getting messages from him anytime soon.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: got_milk on October 16, 2010, 01:35:42 pm
Awesome tileset! Got me back into DF after a long time without it ... (if thats good or bad for my productiveness is another question...)

I got one tiny issue with it tho:
Sme materials dont seem to retain their colors when constructed (e.g. microline, cobaltite.)  The walls just end up being gray. Is there a workaround for that ?
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Durithill on October 16, 2010, 02:20:07 pm
You wouldn't happen to be building stuff outside in the cold, would you?
The same thing happened to me and I was like "What's going on?" before I checked the walls and found out that they were simply covered in snow. So it's possible that might be what's happening.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: krisslanza on October 16, 2010, 02:25:44 pm
Is it normal for graphic packs to sometimes mess up the text? like random letters are turned into skulls and crossbones, or other various tile things.

Just something I've noticed that kinda bugs me.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: got_milk on October 16, 2010, 02:55:52 pm
Is it normal for graphic packs to sometimes mess up the text? like random letters are turned into skulls and crossbones, or other various tile things.

Just something I've noticed that kinda bugs me.

yep its normal.. will be fixed when true type fonts are fully implemented.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: got_milk on October 16, 2010, 03:39:04 pm
You wouldn't happen to be building stuff outside in the cold, would you?
The same thing happened to me and I was like "What's going on?" before I checked the walls and found out that they were simply covered in snow. So it's possible that might be what's happening.

nah its a warm temperate here. Strangely enough Olivine walls/floors show up green like they should.
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 16, 2010, 06:53:26 pm
Mmmm, yeah. Good call.

I can fix that for the next release.
It's a problem with the colors I chose for the wall tiles, I think.

Thanks for letting me know!
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Gutanoth on October 17, 2010, 05:03:08 am
Ironhand, has the to do list on the OP been updated?
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: Ironhand on October 17, 2010, 05:38:43 pm
Uh... no?

Not in a while.
But that's still the next big goal.

I'm just waiting for goodies from Baughn.
Title: Re: Ironhand's Graphics Set (look out for som dwarves)
Post by: Ironhand on October 18, 2010, 08:54:00 am
Recluser has inspired me to get my hands on them dorfs again.

It will probably be a while. It's gonna be a busy week.
But maybe over the weekend I'll find some time.

Keep an eye open.
Title: Re: Ironhand's Graphics Set (look out for som dwarves)
Post by: recluser on October 18, 2010, 01:01:18 pm
..to get my hands on them dorfs again..

The way you sead it makes me want to call the "battered dwarf protection league" or something such  ;)
Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: ungulateman on October 18, 2010, 09:01:53 pm
Dem dorfs, man. Dem dorfs.

Looking forward to it. And how about getting on with some of those animals too? ;) (Mainly the big cats and their giant versions.)
Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: drailgre on October 19, 2010, 04:14:50 pm
Looks Great, i like how smooth the dwarves are
Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: gtmattz on October 19, 2010, 06:20:25 pm
Here is another screenshot, showing off some funny stuff going on with the magma sea on my latest embark..  That blue pillar on the upper left extends 100+ z levels up, to 7 above the surface, with a mate off the screen to the lower right.  So far not a creature has been seen in the pipes, still I continue downward...

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: Gutanoth on October 19, 2010, 07:28:51 pm
gtmattz, did you get a save before you started? if you didnt post the first save you have anyways (the adamantine looks fun for insta uber adventurers)
Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: gtmattz on October 19, 2010, 08:53:46 pm
gtmattz, did you get a save before you started? if you didnt post the first save you have anyways (the adamantine looks fun for insta uber adventurers)

Ok, I re-counted and its only 80 or so z levels of adamantine between the sea and the surface, but probably over 100 total if you cound down into the smr.

And, like a numbskull, I did not make a backup when i started, so you will have to deal with my probings and silliness (brook redirected down one pipe, magma sea down the other...). http://dffd.wimbli.com/file.php?id=3299





Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: misantropia on October 25, 2010, 09:37:01 am
helo.

new guy here, so sorry for stupid questions.

I installed the mod and the mod CTD wn the name chooser of the fortress on the letter C (the page undet "castle"). any ideas?
Also the special lettering in the dwarf alphabet are missing
Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: Jim94 on October 25, 2010, 04:48:52 pm
helo.

new guy here, so sorry for stupid questions.

I installed the mod and the mod CTD wn the name chooser of the fortress on the letter C (the page undet "castle"). any ideas?
Also the special lettering in the dwarf alphabet are missing

Im getting the same thing, the only error in my errorlog.txt is "impoverised word selector"

http://www.bay12forums.com/smf/index.php?topic=69078.msg1668119#new (http://www.bay12forums.com/smf/index.php?topic=69078.msg1668119#new)


Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: Ironhand on October 25, 2010, 08:24:43 pm
Yeah, a lot of that isn't stuff I can fix.

If I ever get around to updating some stuff,
I can release the next version without special characters if you guys want.
We'll see what the ttf support is doing and not doing by then, I suppose.

Sorry about the latency on this thread, by the way.
I've been busy learning about thread latency of a different sort. = P
Operating Systems class (along with all my other ones) is sort of killing me.

Hopefully I'll be able to get something out eventually...

If nothing sooner, I'll make you guys an extra super special fabulous Christmas release.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: misantropia on October 26, 2010, 03:37:55 am
so no quick fix?
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Ironhand on October 26, 2010, 07:05:27 am
It might be a quick fix, but it's not one I can make.

Sorry.
Title: Re: Ironhand's Graphics Set (look out for some dorfs)
Post by: Domenique on October 26, 2010, 12:12:06 pm
If nothing sooner, I'll make you guys an extra super special fabulous Christmas release.

I think this christmas might be worth the wait.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Frobozz on October 27, 2010, 03:01:50 pm
Any particular reason the link given goes to v0.491 instead of v0.495? I had to manually enter the version I wanted it to download by changing the original link to that below (original read 0.491).

http://dffd.wimbli.com/download.php?id=2511&f=Ironhand+0.495.rar (http://dffd.wimbli.com/download.php?id=2511&f=Ironhand+0.495.rar)
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Ironhand on October 28, 2010, 09:17:42 am
Wow, really?

I thought it got rid of all the old versions when it updated to a new one.


Also, I totally forgot that I released a 0.495.
I guess I just forgot to rename the version.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Baughn on November 02, 2010, 04:57:37 am
Sorry, I disappeared for a while there..

New job (first job, actually), lots of stuff to learn.. my education didn't really prepare me for working at google. I was totally bushed for a while.  :'(

But I'm all better now. Though I don't have nearly as much free time as I used to, I'm starting to work on TTF support (and the other bits again). It depends on Toady's speed of release, but assuming it doesn't happen in the next few days, I'd say there's a good chance the next release will be good.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: RagNoRock on November 02, 2010, 10:06:12 am
He said the next release should be in the next couple days >_>....
Just after a bit of polish.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Ironhand on November 02, 2010, 11:00:42 am
No rush. We're all busy with our own issues anyway.
I haven't seen WormSlayer around here in weeks.

Google, huh? Wow! Congratulations!
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Aklyon on November 02, 2010, 11:28:23 am
Congrats, Baughn!
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: HeliumFreak on November 02, 2010, 12:28:38 pm
yeah, ive er um, been working at go[crackpipe]ogle for a while also
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: SalmonGod on November 02, 2010, 03:45:04 pm
Big congrats on the Google job.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: dennislp3 on November 02, 2010, 04:57:47 pm
Was there going to be a non TTF package? I hate the special character issue....ruins it for me right now. Nothing wrong with the graphics set and I know Baughn is working on it....but til its fixed I would love a solution
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: TKTom on November 03, 2010, 05:51:35 pm
Was there going to be a non TTF package? I hate the special character issue....ruins it for me right now. Nothing wrong with the graphics set and I know Baughn is working on it....but til its fixed I would love a solution

 Go into the language files and change the special characters for their normal equivalent.

http://df.magmawiki.com/index.php/Utility:Accent_Removal (http://df.magmawiki.com/index.php/Utility:Accent_Removal)
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: dennislp3 on November 03, 2010, 07:50:00 pm
I tried that a few times and it didn't seem to help any....and i kept getting a crash due to some error with Llamas...spose I could try again
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Clover Magic on November 03, 2010, 08:35:48 pm
Hey!  Just wanted to say that I never used a graphics pack until I got into this one.  I love the dwarves and how things are laid out.  :)

Here is a screenshot of my (horribly huge and inefficient) stockpiles:
Linked because it is big (http://i55.tinypic.com/2q9hteu.png)

Thanks for such a great graphics set!
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Slye_Fox on November 04, 2010, 03:59:33 am
Go into the language files and change the special characters for their normal equivalent.

http://df.magmawiki.com/index.php/Utility:Accent_Removal (http://df.magmawiki.com/index.php/Utility:Accent_Removal)

Tried that, the game says "missing word definition" when I try to load tough.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Deon on November 04, 2010, 02:14:20 pm
Make a new world too.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Slye_Fox on November 04, 2010, 04:14:56 pm
how will that fix it?
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Aklyon on November 04, 2010, 04:29:17 pm
the old world had something that is now missing from your raws.
make a new world and it shouldn't have a problem, since it didn't start with that thing.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: gtmattz on November 04, 2010, 05:10:53 pm
Since I cannot get enough of how awesome the new water looks, here is a screenshot of my tree farms being flooded.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Slye_Fox on November 04, 2010, 06:00:20 pm
the old world had something that is now missing from your raws.
make a new world and it shouldn't have a problem, since it didn't start with that thing.
Ah, but it's my saves I want to fix.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Aklyon on November 04, 2010, 06:38:43 pm
did you try the savegame updater?
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Slye_Fox on November 05, 2010, 06:13:09 am
Yes.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Silophant on November 07, 2010, 10:44:04 am
I'm afraid you're out of luck. There's some things that can only be changed by genning a new world. Sorry.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Greendogo on November 08, 2010, 02:06:38 am
I know this has probably been asked before, but what are some examples of things you'll be able to do once TTF is fully supported (or whatever it is that Baughn is working on that has you all excited)?
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Ironhand on November 08, 2010, 09:16:20 am
One of the big ones is tile transitions.

Like, coastlines can be pretty, smooth, curvy things with little waves crashing on them,
instead of blocky  drop-offs that look exactly like the rest of the ocean. It'll be awesome.

Another big one is multi-tile creatures. We can make our dragons and titans look huge!

And then, of course, just custom art for things that are already multi-tile. That is really exciting.
We'll be able to use our own sprites for wagons and workshops and drawbridges and siege weapons...
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Johnnyr on November 08, 2010, 11:45:19 am
What are the chances of seeing a 24x24 set? Pretty please???
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: wuxia on November 11, 2010, 09:05:46 am
Hello, I'm having a slight font problem. Does anyone know what's causing it?

image (http://imgur.com/Q3afj.png)
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Hugo_The_Dwarf on November 11, 2010, 09:19:17 am
Hello, I'm having a slight font problem. Does anyone know what's causing it?

Yes I am having the same issue
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: Deon on November 11, 2010, 09:19:57 am
The descriptions do not use ttf fonts (yet). It should be fixed later (when Toady One and Baughn make it happen).
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: wuxia on November 11, 2010, 09:27:44 am
The descriptions do not use ttf fonts (yet). It should be fixed later (when Toady One and Baughn make it happen).

Actually when I disabled the ttf font my pregame menu got fucked up as well. Whereas while it was on the pregame menu was just fine.
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: TKTom on November 11, 2010, 09:50:26 am
The descriptions do not use ttf fonts (yet). It should be fixed later (when Toady One and Baughn make it happen).

Actually when I disabled the ttf font my pregame menu got fucked up as well. Whereas while it was on the pregame menu was just fine.

 Yes... ttf gets used on the pregame menu but not on the descriptions. When the ttf isn't on then the game will use the tileset to render everything. Meaning that it will all be "fucked up".
Title: Re: Ironhand's Graphics Set (sabbatical born of necessity)
Post by: llvllarker on November 12, 2010, 04:59:46 am
This would be awesome with 31.17.
Title: Re: Ironhand's Graphics Set (0.31.17 release this weekend)
Post by: Ironhand on November 12, 2010, 10:35:04 am
Ooo! I agree!

I wonder if he's fixed any of the ttf stuff.

Regardless, I want to go adventuring! = D
So expect an update later this weekend!
(probably no new graphics, though)
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: leungclj on November 12, 2010, 10:38:57 am
i have been playing this game for over a week, and thank you so much for this texture pack, really really enjoying my experience!!

cant wait to see the update!
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Mr. Wallet on November 12, 2010, 01:25:36 pm
It's not like me to tl;dr, but 200 pages... wow.

I was just wondering if you were ever planning on making the text more readable. On my last install I was running a pretty old graphics set which seemed to have no trouble having both an icon for wells and the letter "o".
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Aklyon on November 12, 2010, 02:28:16 pm
It's not like me to tl;dr, but 200 pages... wow.
I only see 120.
Anyway,  I'm also wondering if the ttf support has been bettered yet too.
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: gtmattz on November 12, 2010, 05:04:08 pm
I was just wondering if you were ever planning on making the text more readable. On my last install I was running a pretty old graphics set which seemed to have no trouble having both an icon for wells and the letter "o".

The problem you are describing is not something that is under the control of Ironhand, it is Baughn and Toady who are working on the TTF implementation, and as such is something that Ironhand is waiting for just like everyone else.
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Benata on November 12, 2010, 05:14:29 pm
Can't wait for playing on adventure mode with this...
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: carebear on November 12, 2010, 05:55:39 pm
I was just wondering if you were ever planning on making the text more readable. On my last install I was running a pretty old graphics set which seemed to have no trouble having both an icon for wells and the letter "o".

The problem you are describing is not something that is under the control of Ironhand, it is Baughn and Toady who are working on the TTF implementation, and as such is something that Ironhand is waiting for just like everyone else.
Hopefully it happens soon, so we don't get that question 3 times per page anymore.  :P
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Wavecutter on November 13, 2010, 12:33:31 pm
Is there going to be a release for this new version of DF?
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Rex_Nex on November 13, 2010, 12:39:47 pm
May I suggest ironhand runs the special character remover? Im sure none of us care to see bracelets and various other assorted trinkets among our sentences.
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: dennislp3 on November 13, 2010, 01:20:00 pm
It's not like me to tl;dr, but 200 pages... wow.
I only see 120.
Anyway,  I'm also wondering if the ttf support has been bettered yet too.

On default forum settings....there is 200 pages
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Benata on November 13, 2010, 03:09:11 pm
I need the new tileset...

Waaah  :(
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Dragonchampion on November 14, 2010, 06:46:53 am
Anticipation bump.  ;D
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: nenjin on November 14, 2010, 09:19:01 am
Anticipation bump.  ;D

+1
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Aklyon on November 14, 2010, 09:38:57 am
Anticipation bump.  ;D

+1
+3
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: leungclj on November 14, 2010, 10:57:53 am
Anticipation bump.  ;D

+1
+3

+5?
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Deon on November 14, 2010, 11:09:36 am
Anticipation bump.  ;D
+1
+3

+5?
-65535
Buffer overflow :/
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Aklyon on November 14, 2010, 12:25:45 pm
Anticipation bump.  ;D
+1
+3

+5?
-65535
Buffer overflow :/
+ -4578213
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Deon on November 14, 2010, 12:32:58 pm
Did you pull this number out of your ass? Where is it from? :D

P.S. Wow, you spammer... http://800notes.com/Phone.aspx/1-800-457-8213
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Aklyon on November 14, 2010, 02:03:41 pm
No, I didn't pull that out of nowhere. I'd gotten called by that number a couple minutes before and ignored it since the caller ID said UNKNOWN on my phone, decided to use it here.
Interesting link, though.
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Wartender on November 14, 2010, 07:39:38 pm
i did this in 20 minutes and i suck at lighting DON'T JUDGE ME
(http://img514.imageshack.us/img514/693/dwarftest2.png)
also please release version for .17 D:
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: sir_laser on November 14, 2010, 08:11:31 pm
What does TTF require? Is it something Toady has to incorporate into the base code first?
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: HeliumFreak on November 14, 2010, 08:25:44 pm
Dont spam the thread with pointless bumping shit please. Just adding more crap to an already large thread to catch up on (for new people) and making it more likely itll just get closed

@Wartender thats pretty sweet
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Aklyon on November 14, 2010, 08:36:03 pm
What did you make that out of, Wartender?
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: duckInferno on November 14, 2010, 08:48:02 pm
Stupid New Zealand.  It's monday afternoon and still no graphics set!  If I lived in Honolulu or something I'd be all "whoa, it's not even the end of the weekend and it's out!".  Actually, it's still pretty close to the end of the weekend in Honolulu.

/ungrateful
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Wartender on November 14, 2010, 09:31:26 pm
it's a 3D model, made in blender.
wanted to make a goblin next to him but got lazy. :P
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: gtmattz on November 15, 2010, 12:44:32 am
What does TTF require? Is it something Toady has to incorporate into the base code first?

Yes, it is something that Toady and Baugh are working on, it is nothing that can be modded in. 

I am going to assume that it requires going into the code and everywhere that text is used, changing from using the tileset image for the text, to using TT fonts.  Along with this is a lot of formatting to do that would not have been needed when using the fixed size tiles. 

In short, it is a lot of work, and Toady and Baughn are taking care of it as they can.
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Cruxador on November 15, 2010, 02:13:45 am
What does TTF require? Is it something Toady has to incorporate into the base code first?

Yes, it is something that Toady and Baugh are working on, it is nothing that can be modded in. 

I am going to assume that it requires going into the code and everywhere that text is used, changing from using the tileset image for the text, to using TT fonts.  Along with this is a lot of formatting to do that would not have been needed when using the fixed size tiles. 

In short, it is a lot of work, and Toady and Baughn are taking care of it as they can.
Well, technically, I guess it could be modded in and that's what Baughn is doing. Since the code in question id the bit that Toady has made available to the public.
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Ironhand on November 15, 2010, 09:56:40 am
Gahh.... sorry, guys.
It's still the weekend somewhere in the world.

I am gonna do this right now!
Title: Re: Ironhand's Graphics Set (0.31.17 version this weekend)
Post by: Benata on November 15, 2010, 09:58:24 am
By right now you mean right NOW or just a day later?
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Ironhand on November 15, 2010, 10:27:38 am
I mean HERE IT IS (http://dffd.wimbli.com/file.php?id=2511).

Sorry again for the delay...

Everybody enjoy adventure mode!
It's supposed to be awesome and exciting and stuff!
I'm hoping to get a chance to check it out myself!

Cheers!
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: nenjin on November 15, 2010, 11:03:29 am
You da man, man. Getting it now.

(Btw, new release coming tomorrow probably. :P)
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: leungclj on November 15, 2010, 11:16:39 am
thanks for the new update!
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: nenjin on November 15, 2010, 11:26:03 am
Some quick feedback:

The bodily sections in the aimed attack window do not clear when you scroll through the lists. IE the first page is still there and just underneath the current page.

Readability is Adventure mode is a little tough. Manageable. The font looks great though, and I like how it no longer dominates the whole screen.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Ironhand on November 15, 2010, 11:27:35 am
None of that is my stuff, actually.
I have no control over how text is displayed...
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: nenjin on November 15, 2010, 11:31:45 am
It looks like this for you?

Spoiler (click to show/hide)

Is someone else handling packaging fonts into it?
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Benata on November 15, 2010, 11:55:25 am
It looks like this for you?

Spoiler (click to show/hide)

Is someone else handling packaging fonts into it?
I have the same problem.
My guess is that weird emptiness is because of ttf...
No real idea though, also nothing bad about it.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Deon on November 15, 2010, 11:58:35 am
Yeah, it's the TTF problem.

I wonder why do you have "gamma" trees.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: nenjin on November 15, 2010, 12:52:14 pm
I dunno, there was a bug in Mayday's where trees weren't showing right either.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Deon on November 15, 2010, 01:10:09 pm
I mean they are not mapped to correct tiles, that's all. It's not a bug.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Ironhand on November 15, 2010, 01:37:19 pm
That totally shouldn't be the case...

I feel like maybe toady's hardcoding
trees under certain conditions or something.
All the tree definitions should be just like before...
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Antonater on November 15, 2010, 04:15:04 pm
every time i now try to play using this new tileset it says "FATAL ERROR: Missing word definition" also my old save will no longer work on the 31.16 version.......
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: duckInferno on November 15, 2010, 04:23:28 pm
I mean HERE IT IS (http://dffd.wimbli.com/file.php?id=2511).

Sorry again for the delay...

Everybody enjoy adventure mode!
It's supposed to be awesome and exciting and stuff!
I'm hoping to get a chance to check it out myself!

Cheers!
Thanks :)
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: duckInferno on November 15, 2010, 05:05:06 pm
Are walls supposed to look like trees? :x

(http://img831.imageshack.us/img831/1782/treewall.png)
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Deon on November 15, 2010, 05:09:36 pm
You probably didn't run save game updater.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Deon on November 15, 2010, 05:10:28 pm
That totally shouldn't be the case...

I feel like maybe toady's hardcoding
trees under certain conditions or something.
All the tree definitions should be just like before...
Toady did not hardcore anything >.<. It's just a palm which is mapped  to the "gamma" symbol.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: duckInferno on November 15, 2010, 05:29:41 pm
You probably didn't run save game updater.
Didn't even know it was needed... fixed it all up, thanks :D
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Antonater on November 15, 2010, 06:47:52 pm
i ran the savegame updater (for 31.17) but now it just comes up with "Fatal error: Missing word definition"
Any way to fix this?
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Aklyon on November 15, 2010, 06:57:40 pm
new world?
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Ironhand on November 15, 2010, 08:12:15 pm
Ooooh...

Yeah, sorry about that. That is my fault.

You should gen a new world for all the new night creature stuff anyway. = P

If you want to know what the problem is,
I forgot to include the words for "llama" in human, dwarvish, goblin, and elvish.
They were just the words for "mountain-lord" from the respective language.

I'll put them back in later... sorry again.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: dennislp3 on November 16, 2010, 01:07:18 am
Ooooh...

Yeah, sorry about that. That is my fault.

You should gen a new world for all the new night creature stuff anyway. = P

If you want to know what the problem is,
I forgot to include the words for "llama" in human, dwarvish, goblin, and elvish.
They were just the words for "mountain-lord" from the respective language.

I'll put them back in later... sorry again.

sorry?...SORRY? there is no excuse for such a crime!!!....

ermmm....I meant its all good we all make lil mistakes time to time  :P
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Antonater on November 16, 2010, 11:41:07 am
awww.... i was hoping to never have to gen a new world, ever, have tons and tons of history, at least until the next major update

yo'k jokely then
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Dragonchampion on November 16, 2010, 04:10:14 pm
I keep on having trouble where letters in a dwarf/elf/human/goblin's name is a single box. This causes sometimes the entire name to be wiped oout and leave me with half a name and even rarer, a single letter.

This issue persists even when I use the language_elf/human/dwarf/goblin files from mayday's and make a new world.

I am sorry if this issue has been mentioned before, but 203 pages is hard to wade through.  :-\
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: gtmattz on November 16, 2010, 07:40:03 pm
It is not an issue specific to this tileset, any flavor of DF set to use true type fonts exhibits this behavior.

The reason this thread is 200+ pages long IS BECAUSE OF POSTS LIKE YOURS...
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: nenjin on November 16, 2010, 07:45:51 pm
Careful folks, there be irony all around ye'!
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Dragonchampion on November 16, 2010, 09:10:48 pm
It is not an issue specific to this tileset, any flavor of DF set to use true type fonts exhibits this behavior.

The reason this thread is 200+ pages long IS BECAUSE OF POSTS LIKE YOURS...

I'm sorry...  :'(

I really am; I tried to read it but it eventually just... overwhelmed me...
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Aklyon on November 16, 2010, 09:31:45 pm
Advice for new people:
You don't need to read everything, but at least look at the last few pages.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: forsaken1111 on November 17, 2010, 12:07:24 am
/obligatory/

Where is the 31.18 version?

/obligatory/

Additional: I did try porting directly from .17 to .18. Got strange errors, such as olivine showing up as boxes. A raw diff shows that a bunch of tiles seem to be changed.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: RadGH on November 17, 2010, 02:07:04 am
Whenever I go to compare tilesets I look at the screenshots on the first page. I don't care much for seeing the raw version out of context being bland and gray. I want to see a real in-game screenshot. Seeing just water and magma also doesn't help. One particular thing I like to see is what ramps look like against a mountain, and the trees, but also the sidebar font.

Can you upload a screenshot of in-game to the first post for me and all of your texture pack fans? Shouldn't be difficult or take much of your time. thx
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: forsaken1111 on November 17, 2010, 02:11:08 am
Hell I'll upload some once I get a working set for 31.18
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Greendogo on November 17, 2010, 11:54:46 am
...
The reason this thread is 200+ pages long IS BECAUSE OF POSTS LIKE YOURS...

Advice for new people:
You don't need to read everything, but at least look at the last few pages.

Advice for old people:
Chill the Elf out.
Title: Re: Ironhand's Graphics Set (0.31.17 version out!)
Post by: Ironhand on November 17, 2010, 02:14:53 pm
Sheesh, another new version already?!!

Engaging compilation mode....
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on November 17, 2010, 02:54:24 pm
Tada! (http://dffd.wimbli.com/file.php?id=2511)

As an extra special gift on this one, from me to you...

- There is once again a word in every language for "llama".
   (and now it makes sense. Most mean "mountain king")

- All accents and special characters have been removed.
   (hermano made that ridiculously easy. I love him)

Cheers all!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on November 17, 2010, 02:58:30 pm
Huzzah!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Benata on November 17, 2010, 03:20:11 pm
Hooray for that!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on November 17, 2010, 03:22:50 pm
Ironhand, Do you still take pictures? I've got a world map.
Spoiler (click to show/hide)

(you should update the current version in the OP, too still says .31.16)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on November 17, 2010, 05:36:36 pm
Cool, thanks!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Savaril on November 17, 2010, 10:56:16 pm
I'm aware of the whole TTF issue, but are you sure there isn't any way to make it so my sentences aren't covered in wells? At least until TTF is properly implemented.

I tried turning TTF support off but that just made it worse.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Lehti on November 18, 2010, 07:04:34 am
I know it's hidden somewhere in this 205-page thread, but I'm going to ask anyway:

Why do I see boxes in the names of JUST KIDDING!  :P

My real question is, does the tileset modify anything other than adding in llamas? Is there a version without the modifications? If not, how would I go about removing them?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Wavecutter on November 18, 2010, 10:26:16 am
Nope, just llamas and to get rid of them you have to edit them out of the raws.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Slye_Fox on November 18, 2010, 06:37:27 pm
Just wondering if there would be a possibility of getting undug metal ore with a identifying marker, like gems do.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: dennislp3 on November 18, 2010, 06:50:51 pm
Tada! (http://dffd.wimbli.com/file.php?id=2511)

As an extra special gift on this one, from me to you...

- There is once again a word in every language for "llama".
   (and now it makes sense. Most mean "mountain king")

- All accents and special characters have been removed.
   (hermano made that ridiculously easy. I love him)


Cheers all!

Then why is everything still messed up...it looks more messed up then it did before...(from a fresh download default setting)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Theodolus on November 18, 2010, 07:29:36 pm
Then why is everything still messed up...it looks more messed up then it did before...(from a fresh download default setting)

Because the newest tile set replaces a number of the letters with more symbols. This was done in anticipation of all font being replaced with TTF support. Unfortunately it wasn't fully implemented from the start, so we have symbols intruding on our text in some places.

If you want to get rid of that you can revert back to an older version of the tileset save off the picture in the spoiler (first one I could find without uploading one, and should be relatively recent). You'll need to name it ironhand.png and replace the existing file in your art folder.
If you want to try and see how the animation of the water render, here is the 0.48 tileset with the 2 water tiles setup :
Spoiler (click to show/hide)
Of course, then some in game items will be replaced with letters, such as some parts of certain workshops and whatnot. But at least your text won't be covered in wells and various other stuff. I haven't tried this myself so if they shuffled around tiles things may be confusing in other ways as well, but I think it will be okay for the most part. Or you can just take the text tiles off of the above set and merge them into the new tileset.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: shibdib on November 18, 2010, 08:20:22 pm
I'm aware of the whole TTF issue, but are you sure there isn't any way to make it so my sentences aren't covered in wells? At least until TTF is properly implemented.

I tried turning TTF support off but that just made it worse.


it works fine, make sure ur set to 2D mode
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: xDarkz on November 21, 2010, 10:16:01 pm
Still cranking out updates for this tileset huh?
Keep up at the great work Ironhand and Wormslayer.
Still my favorite tileset by far!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Savaril on November 22, 2010, 03:11:34 am
I'm aware of the whole TTF issue, but are you sure there isn't any way to make it so my sentences aren't covered in wells? At least until TTF is properly implemented.

I tried turning TTF support off but that just made it worse.


it works fine, make sure ur set to 2D mode

It doesn't, and yes I'm set to 2D mode. TTF support isn't properly implemented yet- there are text screens without it, meaning there are text screens covered in wells and such.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Harmonica on November 22, 2010, 03:41:40 am
There have always been icons popping up in the text, I'm not sure why it's a big deal, just learn to cope with it until we get full text support.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: gtmattz on November 22, 2010, 12:48:03 pm
I'm aware of the whole TTF issue, but are you sure there isn't any way to make it so my sentences aren't covered in wells? At least until TTF is properly implemented.

I tried turning TTF support off but that just made it worse.


it works fine, make sure ur set to 2D mode

It doesn't, and yes I'm set to 2D mode. TTF support isn't properly implemented yet- there are text screens without it, meaning there are text screens covered in wells and such.

This is because toady has not converted all of the screens yet.  We are simply stuck waiting here.  Yeah Ironhand could go through and completely remove all the changes he has made in anticipation of full TTF support so that the pages without look right, or he can just leave it like it is and we can just remember that those wells in the text are actually o's  and when the full support is finished we will all be happy. 8)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on November 28, 2010, 07:07:30 am
How are the chances of having different icons for ores and stone (depending on their value) now?
You know, the thing I have been constantly bugging you about... :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: schussel on December 04, 2010, 05:56:39 pm
i am missing out the whirling different depth graphics for water and magma; i just get a coherent blue or red color no matter the depth... did something change?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 04, 2010, 07:20:05 pm
Try going into data/init/init.txt and change [SHOW_FLOW_AMOUNTS:NO] to [SHOW_FLOW_AMOUNTS:YES].

Sorry, that was my bad. I forgot to change it over in this version.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: schussel on December 04, 2010, 07:41:52 pm
Try going into data/init/init.txt and change [SHOW_FLOW_AMOUNTS:NO] to [SHOW_FLOW_AMOUNTS:YES].

Sorry, that was my bad. I forgot to change it over in this version.

no biggy ... thanks alot for everything  :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: dio1982 on December 05, 2010, 11:00:57 am
Great work! I like the graphics quite a lot.

BUT:

The tileset is in my opinion way, way too dark. So edited the ironhand.png in Photoshop to increase brightness, but no matter what I do, transparency is being ignored by Dwarf Fortress. What am I doing wrong?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 05, 2010, 01:43:33 pm
Huh... I have no idea.

Make sure it's still got transparency when you're editing it
(like, make sure there's not another layer behind it or something)...
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Nathiuz on December 07, 2010, 06:37:29 pm
As someone had an issue with a couple pages back, I'm having issues with trees as well.

I may have missed something obvious, but I read back a good 10 pages incase I missed it.

Trees are showing up as "r", or a different letter. Shrugs show up as "t", "l", some other letter, or these strange gradient blocks.

EDIT: Nevermind, I got it. Such are the hazards of smashing two mods together.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Harmonica on December 08, 2010, 08:25:30 am
Is there really any reason to use newer versions yet? I'm still using 31.12 with proper Ironhand graphics support. Ho-hum.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Silophant on December 08, 2010, 10:55:14 am
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: gtmattz on December 08, 2010, 12:16:46 pm
Is there really any reason to use newer versions yet?

For me the reason is the fancy swirly water effects, I dont care about a few minor problems with text on a few screens, I have no trouble reading that well icon as an 'o'  8)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Harmonica on December 08, 2010, 05:53:28 pm
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?

Well obviously there's new features in 2010 DF! But the recent changelogs haven't really done much for me. Adventure Mode not being my 'thing', cool as it is.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Silophant on December 08, 2010, 08:37:40 pm
I'm trying to modify Ironhand's graphics set to work with the Legendary Lands mod, at least as much as I can. I copied the graphics into the raws, but the dwarves still use the example "silhouette" sprite. What do I change to get them to use the Ironhand sprites?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: narhiril on December 09, 2010, 02:41:44 am
Try going into data/init/init.txt and change [SHOW_FLOW_AMOUNTS:NO] to [SHOW_FLOW_AMOUNTS:YES].

Sorry, that was my bad. I forgot to change it over in this version.

Thank you, this did the trick.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: schussel on December 09, 2010, 05:38:22 am
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?

Well obviously there's new features in 2010 DF! But the recent changelogs haven't really done much for me. Adventure Mode not being my 'thing', cool as it is.

stop being a dick to others and if you dont like the newest versions dont install them :P
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Robsoie on December 09, 2010, 01:57:21 pm
Notice that by using Hermano very good little utility (http://www.bay12forums.com/smf/index.php?topic=54669.0) you can reassign tiles, allowing you to fix the letters assignement problems by redirecting the sprites they correspond to, to something else.

This way you can use a 0.48 tileset into 0.49x
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Trouserman on December 09, 2010, 02:54:11 pm
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?

Well obviously there's new features in 2010 DF! But the recent changelogs haven't really done much for me. Adventure Mode not being my 'thing', cool as it is.

stop being a dick to others and if you dont like the newest versions dont install them :P

He was asking if there was anything worth upgrading for, which he may have missed among the changes that weren't interesting to him.  That's perfectly reasonable.  Chill out for a few minutes to think about it the next time you feel like calling someone a dick.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Harmonica on December 09, 2010, 06:17:07 pm
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?

Well obviously there's new features in 2010 DF! But the recent changelogs haven't really done much for me. Adventure Mode not being my 'thing', cool as it is.

stop being a dick to others and if you dont like the newest versions dont install them :P

Wow, the legendary hospitality of the DF forum. Thanks random poster.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Gervasi on December 12, 2010, 08:57:20 am
Go Female Dwarfs!!!

Lovely Work, heres my go on girls (using your dwarves as a draft)

(http://i56.tinypic.com/24etdap.png)

i´m shure you´ll do a hundred times better though  :P
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Xzalander on December 12, 2010, 08:04:46 pm
Loving the texture pack. (I use it as part of LNP 6.0) :D

There is one thing that bothers me:

Spoiler (click to show/hide)
Blue Box: Doors, freshly produced, not constructed anywhere. Stored in a Door only stockpile.
Red Box: Finished and Positioned/Constructed Doors
Green Box: Finished and Planned Doors, yet to receive construction.

Is it intended to be like this? It would make more sense to me if Red and Green had their images swapped over, not meaning to be too picky but I like my doors to look like doors.

If you could inform me on how to even possibly switch this around myself it would be great.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Harmonica on December 13, 2010, 11:53:13 pm
There is one thing that bothers me:

Spoiler (click to show/hide)

That looks like an outdated set to me. I remember seeing those kind of images for doors on older versions. I'm using the relatively ancient 0.46 and I see doors for everything (the only problem being the metal doors not looking like metal doors, but that's a Toady bug not Ironhand).
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Patchouli on December 14, 2010, 12:04:44 am
What material are the doors made out of?

IIRC, wood doors use the same tile as walls, and there's nothing you can really do about it.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: risinglegend on December 14, 2010, 12:53:51 am
Hi, I'm having problems getting the Aiming screen to come up in adventure mode without crashing my game while I'm using this tileset. Even in the most recent update 30.18. Anyone else experienced this problem or know how to fix it? It sucks to not be able to aim, and I hate trying just to have it crash..  :-X
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Xzalander on December 14, 2010, 11:07:14 am
What material are the doors made out of?

IIRC, wood doors use the same tile as walls, and there's nothing you can really do about it.

Wood so that must be it.

Shame. I love pissing off the elves as they walk through my new Grand Doors made of 20 Century old Oak.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Antonater on December 14, 2010, 12:07:33 pm
Whats with the REALLY dark water and magma now, its so darn annoying, i cant tell what level its at.
Any particular reason it was changed?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Musashi on December 14, 2010, 06:13:42 pm
Whats with the REALLY dark water and magma now, its so darn annoying, i cant tell what level its at.
Any particular reason it was changed?
Go in the d_init.txt file in the data folder, and you'll see the option to show water level as a number (must be SHOW_FLOW or something). It was inadvertently turned off for this version, so no, no particular reason.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Antonater on December 14, 2010, 07:11:23 pm
i think you misunderstand, i mean the brightness of the tiles. not anything to do with numbers.
 they used to be very bright now theyre quite dark.
Is this what you mean?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Musashi on December 15, 2010, 10:19:31 am
i think you misunderstand, i mean the brightness of the tiles. not anything to do with numbers.
 they used to be very bright now theyre quite dark.
Is this what you mean?
Well, before I turned [SHOW_FLOW_WHATEVER] back on, all water tiles were looking the same no matter their actual content, and therefore were dark. Same for magma. After I fixed it, my eyes hurt from how bright the water tiles had become in comparison. And no, despite what the description of the option may tell you, in that graphic pack, the red and blue numbers that tell you how deep magma/water is in vanilla ARE replaced by their corresponding tile.
Unless you mean something else completely, in which case I apologize and would like a screenshot to understand what's your actual problem.
Title: Re: Ironhand's Graphics Set (have you been a good dwarf this year?)
Post by: Ironhand on December 15, 2010, 10:19:57 am
Yeah, that was my mistake.
It actually is still related to the numbers.
I will fix it along with everything else...
in the
Cheerily,
Heartily,
Ridiculously
Intense,
Splendidly
Thrilling,
Monumentally
Amazingly
Spectacular
package that I'm going to release in a week or so!

In fact, I am just sitting down right now to work on it.
I think I am definitely going to get my hands on some critters,
and I'll be doing some general remapping and coloring and stuff.

But I have a little bit of extra time...

So, have you all been good little dwarfs this year?

What do you want from old Ironhand?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Slye_Fox on December 15, 2010, 10:30:57 am
Could we get an indicator to make it easier to see what's ore and what's soil/rock?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 15, 2010, 10:48:10 am
Do you mean you want me to make new tiles?
Or do you mean that I should stick with certain tiles for ore and the rest for stone?
Or do you mean that you want, for example, a diluted white square around tiles to indicate that they're ore?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Slye_Fox on December 15, 2010, 11:20:27 am
I kind of mean what Phoebus did with his set, but just with the ore type rock.
A little symbol on the wall so it's easier to tell.

So... new icon?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on December 15, 2010, 01:08:36 pm
Or maybe several icons, depending on the ore/stone value? :D
Like in Phoebus' set.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 15, 2010, 01:10:57 pm
Nah, Id say stick with one icon for ore, or maybe two.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on December 15, 2010, 01:20:54 pm
Nah, Id say stick with one icon for ore, or maybe two.
Three and we have a deal.  ;D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on December 15, 2010, 05:05:24 pm
I'd also like several tiles for various ore values if that is possible.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Igfig on December 15, 2010, 05:51:11 pm
I agree that it would be great to have more recognizable ore, but please, don't do it like Phoebus with the icons.  It really messes with my suspension of disbelief when every piece of ore comes out of the wall with a little price tag attached to it.

Maybe if ores had high contrast tiles and regular rocks had low?  That would make the differences really obvious, but in a subtle way.  You could do it by keeping some tiles for ore and others for stone, but you could also do it just by setting mineral colours so that ores have one light and one dark, whereas stones have two lights or two darks.

If you do go the "separate tiles" route, the tiles I'd like to see:
- Iron ore / adamantine
- Precious ores (value 30+)
- Semiprecious ores (value 3+), although this one isn't too important
- Other ores (value 2)

Dedicated tiles for obsidian/flux/coal/gypsum/etc. would be nice too, but you could just shuffle around some existing tiles for that instead of making new ones.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 15, 2010, 05:57:22 pm
I second Igfig.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Silophant on December 15, 2010, 06:19:06 pm
There is exactly one reason why I use this graphics set instead of Phoebus's. You don't have the value symbols on the ores. In addition to wrecking my suspension of disbelief, I mod my ore values to be more sane. (Why is the most common metal in the game the same value as silver?) Please please please don't use icons.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on December 15, 2010, 07:30:21 pm
I third Igfig.
It don't have to be icons - little pebbles of ore increasing in size would be nice, for example.
So it looks realistic, but you can differentiate the valuable from the worthless ore deposits more easily.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 15, 2010, 07:31:06 pm
I also second Silophant.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Slye_Fox on December 15, 2010, 08:13:30 pm
Just to let people know; when I meant Icon, I was referring to like how the gems are done.
I mentioned Phoebus' set because he has different tiles for ore and stone/soil.

I wasn't saying a design breaking icon should be added, just that ore should be easier to tell apart from other stuff.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on December 15, 2010, 08:14:45 pm
Indeed, I like how you can visually tell the more expensive/valuable gems from the lesser while still 'in the stone', like star sapphire from ordinary sapphire.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 16, 2010, 09:28:55 am
Wow, people are pretty excited about this stuff!

Okay, I'll see if I can't come up with something that satisfies everybody.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Elu on December 16, 2010, 11:11:38 am
here's the two pennies from a longtime lurker:

i think it's kind of an aesthetics vs. functionality deal, while the Phoebu's-icon style is great when deciding in a glance where to mine, the Ironhand's one allow a more eye-pleasing blending between the various type of ore/stone/whatever.

so i second
Maybe if ores had high contrast tiles and regular rocks had low?  That would make the differences really obvious, but in a subtle way.  You could do it by keeping some tiles for ore and others for stone, but you could also do it just by setting mineral colours so that ores have one light and one dark, whereas stones have two lights or two darks.

Dedicated tiles for obsidian/flux/coal/gypsum/etc. would be nice too, but you could just shuffle around some existing tiles for that instead of making new ones.

if you want differentiate ores from rock.
 my opinion however is that your is the most pleasant pack to see as it is now, so just add detail or polish imperfection, without changing the style...
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: DeltaRomeo on December 16, 2010, 09:46:48 pm
I give up, I've been skimming this thread from back to front and can't find anything, this is my second tileset I've downloaded and I can't figure out what I'm doing wrong. My dwarfs look monotone and my critters are letters =( This is a new world I just created with this tileset.

http://img819.imageshack.us/i/72680806.jpg/

Any suggestions?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 16, 2010, 09:50:09 pm
have you modded anything?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: DeltaRomeo on December 16, 2010, 09:57:10 pm
have you modded anything?
No, I haven't changed anything, just extracted it and created a new world.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 16, 2010, 10:04:16 pm
Do you have it set to use ironhand.png, not your other tileset for the graphics?
Code: (Look in init.txt, something like this) [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:800]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: DeltaRomeo on December 16, 2010, 10:10:24 pm
My init file looks identical to that  :-\

EDIT: Here's my init file
Code: [Select]
[SOUND:YES]

[VOLUME:255]

[INTRO:NO]

[WINDOWED:YES]

[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:curses_640x300.png]

[RESIZABLE:YES]

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:ironhand.png]

[BLACK_SPACE:YES]

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]

[PRINT_MODE:2D]
Mode examples:
PRINT_MODE:2D
PRINT_MODE:TEXT
PRINT_MODE:FRAME_BUFFER
PRINT_MODE:PARTIAL:0
[SINGLE_BUFFER:NO]

[TRUETYPE:YES]

[TOPMOST:NO]

[FPS:NO]

[FPS_CAP:100]

[G_FPS_CAP:50]

[ARB_SYNC:NO]

[VSYNC:NO]

[TEXTURE_PARAM:LINEAR]

[PRIORITY:NORMAL]

And then other non-important stuff
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 16, 2010, 10:15:06 pm
I'm pretty sure you have it already, but is there a dwarves.png in /raw/graphics (both of them, /raw/graphics and /region/raw/graphics), and graphics_dwarves.txt has this in it?
Code: [Select]
graphics_dwarves

[OBJECT:GRAPHICS]

[TILE_PAGE:DWARVES]
  [FILE:dwarves.png]
  [TILE_DIM:18:18]
  [PAGE_DIM:16:20]
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: DeltaRomeo on December 16, 2010, 10:17:14 pm
Yup, dwarves.png checks out. Check out my previous post for my init file if that helps any. No one else has had this problem?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 16, 2010, 10:19:34 pm
Someone might have had it, but theres a lot of pages here. have you tried savegame updater? I know it is new world, but might as well.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: DeltaRomeo on December 16, 2010, 10:34:20 pm
Damn! The savegame updater did it... I had no idea it would have anything to do with my new world... Oh well, all better, thanks for the help.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on December 17, 2010, 04:35:46 am
Just for protocol (in case someones searches for this :) ):
This was caused by a misconfiguration in the /graphics folder, solvable with the savegame updater or the fix Aklyon described here. (http://www.bay12forums.com/smf/index.php?topic=53180.msg1806725#msg1806725)
The tileset was ok, the raws, too - but the creature and dwarf tiles were still the old ones, because the world was generated before the complete installation of the set.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: beridel on December 17, 2010, 05:16:21 am
I've tried to skim through all of this post, but its just really REALLY long, heh.  I also posted something in the modding forum (because I imagine my problem stems from the graphics pack, since vanilla seems to work fine), but I never got an answer.

So to start from the beginning, I'm on x64 Arch Linux and I have the dwarffortress package from multilib installed.  I then downloaded Ironhand's pack (the latest version, .495 I believe) and just unzipped all of it into the folder, of course overwriting the init from the vanilla installation and using Ironhand's init.  I then generate a large region and embark and everything seems peachy.  However, after several sessions, I'll eventually run into the problem (this can happen the first time after I come back to a new game, or the fifth time, it eventually happens every time I've made a new game).  The problem is that whenever I use 'k' to look around, it crashes with a segmentation fault tell me that there is a texture that can't be found (can't remember the exact wording), I can get it for you guys if you really need it.  This also happens when I try and build a workshop, or if I sometimes try and use 'q' to manage a workshop (that was already built before this starts).  Basically any variety of actions can cause a crash and it almost always says missing texture or something like that.

The only way it seems I can fix this is if I reinstall the multilib dwarffortress vanilla package and then re-install Ironhand's graphics pack.  But then the same problem crops up of course some time afterwards.

So not quite sure what to do and any help would be appreciated!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: therahedwig on December 17, 2010, 10:47:47 am
That's strange, I'm running dwarf fortress on ubuntu 10.4 with the ironhand graphics pack and I have no problems :/
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 17, 2010, 02:53:55 pm
Awesome, I'm glad it worked out.
Thanks for taking care of this, guys.

Anyway, have you guys seen the new updates?
EGGS! And woolly critters! I am totally excited.
Maybe llamas will get added for real! = P

Anyway, I'm gonna go ahead and wait for that release,
even if it means it's a little while after Christmas.
I want to include the new stuff in the pack,
since everything still works as of right now.

So far, I've played around with the dwarves a bit.
In this next pack, they will all be different, even if it's just minor differences.
It might not be perfectly clear or decisive yet, but it'll look a lot more interesting.

I'm also going to do a few critters (at least the new ones. Does anybody know what they are? I'm guessing chickens and sheep...)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Sinnyil on December 18, 2010, 03:40:48 am
First off, absolutely love these tiles.  Been playing for a while now and this is the first time I've even been tempted to use a tileset! 

Of course, that means I really have no idea what I'm doing.  I downloaded the upgrade pack and ran the batch file and everything.  It seems ok except for the text.  I don't know if its supposed to be like this because its a work in progress or if I messed up the upgrade or if maybe there's something that I haven't even thought could go wrong going wrong here (like alien intervention).

Anywho, screenshot.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: ungulateman on December 18, 2010, 04:35:09 am
It's TrueType Font again. No, it's not Ironhand's fault. No, we can't fix it until Toady or Baughn does.

It's come up a lot. Please don't post it again. :v
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on December 18, 2010, 05:34:02 am
Guys why are there wells in my text? I don't like wells in my text. Make the wells go away, they whisper dark secrets to me at night.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 18, 2010, 08:27:17 am
It's TrueType Font again. No, it's not Ironhand's fault. No, we can't fix it until Toady or Baughn does.

It's come up a lot. Please don't post it again. :v
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on December 18, 2010, 08:27:51 am
I don't get it. Why are there wells? Can I drink from them?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: konjad on December 18, 2010, 09:27:00 am
I don't get it. Why are there wells? Can I drink from them?

yes
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on December 18, 2010, 09:29:49 am
I don't get it. Why are there wells? Can I drink from them?

yes
-begins licking his monitor-
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Elu on December 18, 2010, 01:50:59 pm
NO!
for the sake of Armok, someone stop him!
he's drinking WATER!!!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 18, 2010, 02:53:37 pm
NO!
for the sake of Armok, someone stop him!
he's drinking WATER!!!
Well, then we must be out of booze!
Go make some, you! We must save him fastly!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Sinnyil on December 18, 2010, 05:33:14 pm
It's TrueType Font again. No, it's not Ironhand's fault. No, we can't fix it until Toady or Baughn does.

It's come up a lot. Please don't post it again. :v

Its pretty easy to answer a question without being a jerk!  There's a lot of thread here and it was a simple question.  Again, given that this was my first experience with any sort of graphics pack, I had literally no idea what could be causing it. 

Ironhand, as a suggestion could you put something about this in the initial post?  Then people will be less likely to post about it, as reading 210 pages of a thread to get the answer to a very simple question seems sort of onerous. 

Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on December 18, 2010, 08:07:42 pm
We just get the question a lot, so some people react negatively. Those people are awful, socially inept human beings.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Trouserman on December 18, 2010, 08:37:54 pm
Its pretty easy to answer a question without being a jerk!

Yeah, but it's even easier to be a jerk!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: ungulateman on December 18, 2010, 08:48:04 pm
We just get the question a lot, so some people react negatively. Those people are awful, socially inept human beings.

I don't even see how I was being a jerk. :v
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Trouserman on December 19, 2010, 12:01:06 am
I don't even see how I was being a jerk. :v

To be fair, I don't think you were really being a jerk.  You did come off cross and unfriendly.  I know I didn't like the tone I perceived in your post.  The repeated pattern of sentences beginning in "No," despite not addressing questions actually in the post you were responding to are partly to blame.  "Please don't post it again" carries the implicit suggestion that future posters should be familiar with the entire history of the thread, putting the blame on them for asking what is really a pretty reasonable question.  Sinnyil's suggestion to put something about it at the start is a good one.  An FAQ section is quite appropriate when a topic spans thousands of posts, such as this one.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Sinnyil on December 19, 2010, 12:24:37 am
I'm glad my opinion isn't alone.  I am...on the internet a lot, including the forums, so I understand the frustration when "Random Poster #1312387" asks the same question answered a dozen times prior.

Its just this thread is huge, and the tileset is fantastic, and a simple question like the one I had could possibly be greeted with less scorn =\.

But really.  The tileset is amazing.  Amazing!

Also, I'm really drunk.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: beridel on December 19, 2010, 02:51:52 am
So no one has any idea whats happening with my problem?

Quote
I've tried to skim through all of this post, but its just really REALLY long, heh.  I also posted something in the modding forum (because I imagine my problem stems from the graphics pack, since vanilla seems to work fine), but I never got an answer.

So to start from the beginning, I'm on x64 Arch Linux and I have the dwarffortress package from multilib installed.  I then downloaded Ironhand's pack (the latest version, .495 I believe) and just unzipped all of it into the folder, of course overwriting the init from the vanilla installation and using Ironhand's init.  I then generate a large region and embark and everything seems peachy.  However, after several sessions, I'll eventually run into the problem (this can happen the first time after I come back to a new game, or the fifth time, it eventually happens every time I've made a new game).  The problem is that whenever I use 'k' to look around, it crashes with a segmentation fault tell me that there is a texture that can't be found (can't remember the exact wording), I can get it for you guys if you really need it.  This also happens when I try and build a workshop, or if I sometimes try and use 'q' to manage a workshop (that was already built before this starts).  Basically any variety of actions can cause a crash and it almost always says missing texture or something like that.

The only way it seems I can fix this is if I reinstall the multilib dwarffortress vanilla package and then re-install Ironhand's graphics pack.  But then the same problem crops up of course some time afterwards.

So not quite sure what to do and any help would be appreciated!

Also, for what it matters, I've changed the keybindings and so the interface.txt isn't really out of the box, but I imagine that shouldn't change anything.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: connard on December 22, 2010, 07:51:09 am
Greeting dear partners,

I know there's a problem with fonts in descriptions, but there's also a problem on truncated dwarf names in the users lists, it's because of special chars like ö,ê, etc. Do you know how to fix that ?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: rephikul on December 22, 2010, 08:07:29 am
download a "plain" language pack somewhere I think. If you use true type font which IH has one built in, you shouldnt have issues with this also.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: connard on December 22, 2010, 08:40:37 am
Thanks for the answer. But I have no idea of what you are saying!  :-X
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: rephikul on December 22, 2010, 09:15:17 am
Thanks for the answer. But I have no idea of what you are saying!  :-X
Well there are 2 ways to render text, one is using the artset, the same one used to draw ground and water and stuff. The newer way is to use the truetype font. Since there are many extended characters used in the artset to visualize other objects it can get confusing. So there're 2 ways, one is to convert the characters to plain ASCII characters which's properly rendered with just the art set, the second way is to tell the game to render with truetype font. Ironhand assume the latter so it's more elaborate on artset use then some other tilesets like say, phoebus or mayday.

To make sure your game is rendering using provided tileset, go to data\init\init.txt, scroll down and make sure it read [PRINT_MODE:2D] and [TRUETYPE:YES] somewhere. Now go to data\art and make sure there's a file called font.ttf there.

It should look like this when properly configured:
(http://img821.imageshack.us/img821/2853/menuht.png)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: connard on December 22, 2010, 11:38:46 am
Thanks! Actually I have it already looking that way, but some of my dwarves have a "square" instead of a special letter, then on reports message it is truncated at this square.

For example: Alät created a masterpiece; I just get: Al

Edit: I checked all you said and it is ok.

Look how it is:
(http://www.mountfanblade.com//ftp/pics/news/pics1/dffont.gif)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: rephikul on December 22, 2010, 11:53:15 am
I've looked at my ironhand installation and it seem to have all the language plain-ed and truetype font correctly displayed.

Spoiler (click to show/hide)

Go to raw\objects\language_DWARF.txt and see if the words have special characters. Then compare this raw with the one in your save folder at data\save. You probably misplaced ironhand's raw somewhere...
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: connard on December 22, 2010, 12:58:49 pm
I have the same screen as you have on detailed informations. I guess it's a converted savegame that created this (from a previous version)... :/
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 22, 2010, 01:00:53 pm
Hay guise, I was just playing this graphics set again and all my font looks funny.
There are like wells and things instead of letters. What should I do? It looks bad!

Seriously, though, I added the special characters back in a couple versions ago.
Because I thought the truetype would cover them.
But I was wrong.

Hopefully it will get fixed soon...


Also, I totally haven't gotten anything done in a couple days.
I'm sitting around with a cold, and I'm having trouble getting inspired to sprite.

So everybody tell me one animal or monster that I haven't done yet that you want.
I'll see how many of them I can get to before the next release.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Theodolus on December 22, 2010, 05:04:48 pm
My vote is for Unicorn, so we can all see the horror on their faces as we harvest them for their bones! Also, there is the added benefit of doing tile magic on them and turning them into a generic horse. :) Of course, I've never actually seen a unicorn in the game, so if you've already done them then raccoon, because they seem to be fairly common in the embark locations I frequent.

Above all, though, get better, and Merry Christmas, Happy New Year, etc!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: connard on December 22, 2010, 07:55:28 pm
Thanks a lot Ironhand for the great work! :)

About the question that everyone is asking (my problem is not related to this however, it worked on your previous versions), maybe you should show a screenshot on first post with a "warning, you will get these in text descriptions, but the rest of the game is way way better with real icons". That would have avoided all the same question :)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: MiniMacker on December 22, 2010, 08:06:51 pm
Surprisingly, I've been playing with the Ironhand Graphics set for so long, I read the symbols fluently.

You can't remove them! They are the niche of your pack! WUAGH!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Igfig on December 22, 2010, 10:27:42 pm
My vote is for Unicorn, so we can all see the horror on their faces as we harvest them for their bones! Also, there is the added benefit of doing tile magic on them and turning them into a generic horse. :)

Oh wow, that just made me realize something.  There's a whole world of Tile Magic we've been neglecting: graphics tiles.  If you change AS_IS in a creature's graphics token to ADD_COLOR, it applies the colours defined in the creature's raws to the graphics tile instead of the ASCII tile.  You could totally do that unicorn thing, or, say, make black panthers visually distinct from regular leopards and jaguars.  All your tile magic tricks, but with an unlimited number of tiles.

(That said, there already are graphics for unicorns.)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: therahedwig on December 23, 2010, 09:50:20 am
I think we have been ignoring it because we don't actually need it.
If we want a black panther be different from a leopard, it can just be completely drawn differently.

Tilemagic is just to deal with the limited amount of tiles we have within the ascii set. Ideally(or perhaps not, it is a lot of work) we wouldn't have a limited amount of tiles, allowing us to make every tree look visually distinct, every ore and mineral look different and have colouring that doesn't necessarily go from base colour to black, but perhaps base colour, to slightly reddish darker colour to black.

It would be way too much work though, stonesense allows for each freaking tile to be visually distinct, but nobody has actually had the courage to make a darker variation on the stonesense standard, mostly because it would be hard. (I'm trying to take a stab at it, but right now I first need stonesense to do happy funtimes with the new df)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Wavecutter on December 23, 2010, 10:32:36 am
A Llama! Oh wait. How about a mason dwarf?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Rose on December 23, 2010, 10:43:12 am
Well, stonesense IS able to show the terrain of the current DF. it just won't show creatures for a while.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Tjalling on December 26, 2010, 09:15:05 pm
Hey, excuse my newness here, but I was wondering how to get a legacy version of this awesome graphics pack. I can't play without it, but I'd also like to use a tool that only supports DF up to 0.31.16. Thanks in advance.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: connard on December 27, 2010, 12:52:42 pm
Ironhand, what about replacing the symbols of megabeasts ? S with a big serpent, B by blob etc. Of course I know some have wings and some not, but it would look more exciting than a letter ... Is that technically possible ?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Myrmec on December 27, 2010, 02:01:25 pm
How do I get my dwarves to show up all cool looking like that?  They all look the same with a colored glaze over them
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 27, 2010, 02:08:51 pm
Did you install the graphics set yourself?

Check two things for me:
First, make sure your init.txt file says "GRAPHICS:YES",
and second, make sure you've updated your savegame(s).


As far as megabeast graphics go, they're still hardcoded for now...
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Myrmec on December 27, 2010, 02:11:37 pm
ah, I installed the bundle, but pasted my savegame into the directory.

I run the batch file to update my savegame right?  where does the batch file need to be located?

I think i figured it out
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 27, 2010, 02:25:36 pm
Awesome.

So, I wish I knew what new animals Toady's including,
so that I could start drawing them for my next release...

Does anybody know if he's released a list of the new critters?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on December 27, 2010, 02:30:52 pm
Animal Sponsorship drive page has this:
Quote
If you are looking for the giraffe, rhinoceros or any of a number of domestic animals, they are already in the game for next time!
Giraffe, rhino
Devlog:
Quote
Your dwarves can shear sheep and other woolly beasts now. There are sixteen new domestic animals. Eggs, vegetable oil and clay upcoming.
Probably sheep.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on December 27, 2010, 03:44:32 pm
Cool. I will start with those.
Thanks.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Kire93 on December 27, 2010, 09:49:38 pm
Love the tileset bro keep up the awesome work!!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: sir_laser on January 02, 2011, 03:16:34 am
A quick question.

I'm using the newest version of Ironhand, and when I set SHOW_FLOW_AMOUNTS to YES in d_init, the water and magma do not show depth. Is there anything I can do to change this?

Thank you, and thank you Ironhand!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: rephikul on January 02, 2011, 07:29:06 am
flow amount (the numbers 1-7) are graphically represented in ironhand and there's absolutely nothing you can do about it. Get used to the new *numeric* representation.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on January 02, 2011, 07:38:09 am
I quite like the effect personally.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Rex_Nex on January 02, 2011, 02:13:45 pm
I do too, but I absolutely hate that it also screws the hell out of the zlevel marker in the corner. Pretty water isnt worth both of those problems.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: sir_laser on January 02, 2011, 03:13:06 pm
...except that the 31.12 version has proper flow level representation...

Does this issue go back to the TTF support that has yet to be implanted?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: sir_laser on January 02, 2011, 03:50:46 pm
On the bright side, enabling SHOW_FLOW_AMOUNTS seem to make the fluids brighter and easier to see.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 02, 2011, 06:03:17 pm
Yeah, all of that is true.

Any time now that you see picture or a smear where a letter or number should be,
that is a problem with TTF support. Eventually, all characters will be drawn from a .ttf.

I made some basic updates, and fiddled around with dwarves a little bit.
Before I release another package, I will make:
-bogeymen
-ghosts
-night creatures
-sheep, chickens, and all those other new domestics

This means that I am pretty much waiting until Toady gives us another official release.
Because I don't know what all new animals I am going to have to make.

Next week I am headed back to school, so I'll be settling in there,
but whenever that comes out I will sit down and get some spriting done.

I hope you all had a delightful Christmas and New Years Day.

Also, has anyone seen Wormslayer?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 03, 2011, 03:48:55 am
And the things discussed prior Reply #3127 (http://www.bay12forums.com/smf/index.php?topic=53180.msg1804957#msg1804957)? ;D
I am so thrilled for the new stuff, especially the ghosts and domestics.

A happy new year to all of you, too!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Antonater on January 04, 2011, 05:00:20 pm
since the beginning of using dwarf fortress(and ironhand), for somone reason certain dwarfves of mine will randomly start flashing grey and continue to forever, apparently not showing anything to do with their status. for instance in my current 7 year fortress about 6 of my 200 dwarrfves are constantly flashing grey, all kinda random and not related.

only thing i can think of is some kind of coverng(although tons of dwarfves are covered in stuff and dont flash), never bothered to ask before as it has no impact in game, its just kinda there. any particular reason?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: therahedwig on January 04, 2011, 05:01:42 pm
since the beginning of using dwarf fortress, for somone reason certain dwarfves of mine will randomly start flashing gey and continue to forever, apparently not showing anything to do with their status. for instance in my current 7 year fortress about 6 of my 200 dwarrfves are constantly flashing grey, all kinda random and not related.

only thing i can think of is some kind of coverng(although tons of dwarfves are covered in stuff and dont flash), never bothered to ask before as it has no impact in game, its just kinda there. any particular reason?

Are they legendary in any skill? Because that's how the game shows that...
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Antonater on January 04, 2011, 05:04:02 pm
since the beginning of using dwarf fortress, for somone reason certain dwarfves of mine will randomly start flashing gey and continue to forever, apparently not showing anything to do with their status. for instance in my current 7 year fortress about 6 of my 200 dwarrfves are constantly flashing grey, all kinda random and not related.

only thing i can think of is some kind of coverng(although tons of dwarfves are covered in stuff and dont flash), never bothered to ask before as it has no impact in game, its just kinda there. any particular reason?

Are they legendary in any skill? Because that's how the game shows that...
ah, probaly. didnt know that. 
seems a bit silly is it important i know that i have 8 flashing growers at all times?
also is that any skill or just certain ones? cause i definatley have some legendaries that arent flashing, none of my legendary soldiers are.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on January 04, 2011, 06:08:25 pm
I believe military skills don't cause it, but all civilian skills should.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 04, 2011, 09:47:29 pm
I have not forsaken construction of the megaproject! :D

I just got a bit burned out and took a break to craft some mines (http://i.imgur.com/4j6mi.jpg) while DF had it's graphics capabilities enhanced... How is that going now Baughn is a code-slave for teh googles?

I need to update my DF and familiarise myself with the state of affairs!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 04, 2011, 09:49:37 pm
Where did that happen, WS? Thats the most epic digging project I've ever seen in crafter of mines.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 04, 2011, 09:55:32 pm
Reddit creative server :D
Spoiler (click to show/hide)

That is the final quad of "dome3"'s base during excavation. When completed it will be a glass dome 304 blocks across, extending from the bedrock to the z-limit. Someone estimated about 4.5 million blocks were removed by hand with no admin help :P
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 04, 2011, 09:58:11 pm
Wat.
I'd thought well known places like reddit would get greifed to heck and back.
Congrats to them.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 05, 2011, 02:09:35 pm
Cool, good to see you again.
No pressure, I was just making sure you were still around.

Before the next release, I am going to make some animals.
Do you want to maybe play with the stone vs. ore problem?
Vince is still complaining about having more distinguishable ore.

Or not. Totally up to you.

Also, HOLY CRAP.
That is awesome.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Thundrim on January 05, 2011, 02:24:31 pm
Yuletide traversed safely then, Craftdwarfship continues to amaze, despite the dangers of the deep.  :)

---   
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 05, 2011, 02:33:28 pm
Vince has a legitimate complaint, I was never happy with the ore tile, I just changed it soo many times I reached a WTF point. It shall be re-crafted! :D

I did see the new animals list and I hope you find some time to work on the poor, neglected dwarves too! :P

For the next release, maybe we should do two versions, with and without sprite ascii? At least until the various problems in that area are fixed?

Did the whole "doing cool stuff with shaders" thing get anywhere while I was away digging holes?

Edit: I was just looking at screenshot of the day: MUST CHANGE "n" and "V"! O.o
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 05, 2011, 02:45:40 pm
Yes, please do do n and V.
also, noticed a typo in the OP while going back to check the picture:

Quote from: Ironhand, OP
Current version: 11.17.10: 0.495 for DF 0.31.18

-snip-

next version: 0.492!
Title: Re: Ironhand's Graphics Set (0.49!!!)
Post by: Igfig on January 05, 2011, 04:11:07 pm
Didn't you already change that?

Also on the world map, I don't suppose you could make small n and big V look more like hills and badlands, respectively?  Everything else blends in nicely.

The n and V on th Map are *so* getting changed though have now been banished! :)

(http://i.imgur.com/2yITf.png)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 05, 2011, 05:17:04 pm
Oh yeah I did, didnt I... then it seems I forgot to send the changes to IH so they are not in the official release... :D

So I'm starting up a new fort and my fisherdwarf has found "raw brook lamprey" that look like demons? O.o
(http://i.imgur.com/yY7Co.png)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: nenjin on January 05, 2011, 05:30:11 pm
Well....technically.....Lamprey can easily look like demons :P TBH that tile is pretty close to a lamprey's general shape.

(http://i.imgur.com/oT9DX.jpg)

In a dwarf's mind, that could easily be demonic.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on January 05, 2011, 05:33:43 pm
I just pooped.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 05, 2011, 07:02:19 pm
Yeah, that's kinda what I was thinking.
Think of the demon's eyes as the lower toothy bits,
and the demon's horns are the upper toothy bits... Maybe?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: sir_laser on January 05, 2011, 11:00:46 pm
Brook Lamprey scared the shit outta me for a sec.

Is it possible to change the brook lamprey tile to not induce cardiac arrests? Thank you very much.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 05, 2011, 11:47:53 pm
Yeah my reaction was also "argh! demons attacking from the river!" :P

Speaking of rivers, I quite like combo swirly water and numbers?

Also Back to colourful ore:
(http://i.imgur.com/hfQn3.png)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 05, 2011, 11:55:01 pm
the grayish teal rock seems really out of place in that water.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: sir_laser on January 06, 2011, 12:19:48 am
I endorse combo swirly water and numbers :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 06, 2011, 04:04:51 am
Yeah my reaction was also "argh! demons attacking from the river!" :P

Speaking of rivers, I quite like combo swirly water and numbers?

Also Back to colourful ore:
Spoiler (click to show/hide)

Woah! That looks nice! :D

And thanks for supporting my nagging ;D
Although I think I have to clarify that my main problem are the ore tiles still inside the walls.
Having a visual indication of value (not using an icon) -that would be great.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Artificer on January 06, 2011, 06:36:54 am
Just want to say that apart from having to save my game and switch back to 2D for TTF every time I need to trade (=P not really your fault you got overeager) Ironhand's graphics are always the best!

Please keep it up!

p.s. can we switch smoothed Kimberlite to retain its blue colour please?  Right now it turns from sexy blue to a dull light grey.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Iceco on January 06, 2011, 09:32:28 am
Just want to say that apart from having to save my game and switch back to 2D for TTF every time I need to trade (=P not really your fault you got overeager) Ironhand's graphics are always the best!

Please keep it up!

p.s. can we switch smoothed Kimberlite to retain its blue colour please?  Right now it turns from sexy blue to a dull light grey.
Unless I am mistaking, it also looses its blue colour as (unsmoothed) floor and loose rock. It looks identical to the gabbro.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 06, 2011, 10:50:18 am
Adding a visual value indicator will just bring up that whole debate again.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 06, 2011, 12:35:24 pm
Adding a visual value indicator will just bring up that whole debate again.
A visual value indicator does not have to be an icon.
It can be integrated into a natural look, like it's already done with the gems.
No one complains about the gems...
I'm sorry that I'm such a one-trick pony here. ;D

(http://img690.imageshack.us/img690/2590/ore.png)

Without this, I'm at a loss when it comes to quickly analyzing an embark position or a new tunnel.
Valuable gems? I can see an an instant if it's ok do dig 'em and make my tunnel a bit curvy out or not and keep it straight.
Ores? Check the wiki, if it's not something like platinum or gold. It's tedious.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 06, 2011, 01:23:56 pm
the grayish teal rock seems really out of place in that water.

It does, but it's one of those things we cant do anything about :(

Just want to say that apart from having to save my game and switch back to 2D for TTF every time I need to trade (=P not really your fault you got overeager) Ironhand's graphics are always the best!

Please keep it up!

p.s. can we switch smoothed Kimberlite to retain its blue colour please?  Right now it turns from sexy blue to a dull light grey.

Until such time as TTF works seamlessly, I think we will be either releasing two versions, or maybe a compromise where it's still readable...

Kimberlite is another one of those things... To get that particular shade of blue, we are mixing blue foreground with grey background colour. But floors use the background colour to indicate the smoothed/engraved status so you only see ... well grey apparently, though I would have expected it to use the blue foreground colour... :S

(http://img690.imageshack.us/img690/2590/ore.png)

Without this, I'm at a loss when it comes to quickly analyzing an embark position or a new tunnel.
Valuable gems? I can see an an instant if it's ok do dig 'em and make my tunnel a bit curvy out or not and keep it straight.
Ores? Check the wiki, if it's not something like platinum or gold. It's tedious.

I totally understand what you mean, and I have to do the same thing myself sometimes. One problem with doing this in the past was the lack of tile slots, but more/more obvious ore tiles were something we discussed for our post-ttf plans. Then with all the talk of fancy shaders we were looking at totally changing the way we make the graphics but that doesnt seem to be really happening so I think were going to have to refocus and make plans based on what we can actually do, right now. :D

Also here is the tileset with no n's or V's and the water+numbers test :)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Theodolus on January 06, 2011, 02:59:32 pm
Awesome to see some more work coming out on this! Just when I thought I had safely escaped the clutches of DF I'm pulled back in. Oh well. :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Lord Vetinari on January 06, 2011, 05:55:01 pm
Maybe I just need to become used to it, but I'm not sure that the water with numbers looks good with the rest of the set.

I mean, it seems too abstract. In the past versions I was looking at a sea/lake/river. Now I feel like I'm looking at a Minesweeper window.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 06, 2011, 05:57:44 pm
I agree with Lord Vetinari. its pretty neat looking, though.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Igfig on January 06, 2011, 06:47:51 pm
the grayish teal rock seems really out of place in that water.
It does, but it's one of those things we cant do anything about :(

What if you were to add partial transparency to the textured background of the stone and ore tiles?  You'd get a bluish tinge, at least.  (The same principle applies to creature graphics.)
Quote
can we switch smoothed Kimberlite to retain its blue colour please?  Right now it turns from sexy blue to a dull light grey.
Kimberlite is another one of those things... To get that particular shade of blue, we are mixing blue foreground with grey background colour. But floors use the background colour to indicate the smoothed/engraved status so you only see ... well grey apparently, though I would have expected it to use the blue foreground colour... :S
You might be interested in the TILE_COLOR, BUILD_COLOR, and BASIC_COLOR tokens (http://df.magmawiki.com/index.php/Material_definition_token).  I think they do what you're looking for.

Lastly, I really like the idea of water with numbers... but I agree that it's a little too icon-y right now.  I have no idea if this makes sense, but what if you reworked the swirling water to look like stylized versions of the number in question?  Like 2 would have a zig-zag, 6 and 9 would be spirals, 8 would swirl twice... it'd still look like water, but if you look at an isolated tile it'll be recognizable as a number.

That, or just put the numbers in a darker shade behind the water.  Like there's a big shadowy 4 lying on the bottom of the pool.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 06, 2011, 08:43:12 pm
Don't worry, I'm not going to mess with wall colors any more.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 06, 2011, 09:18:22 pm
Now you mention it, I dimly remember those tokens :D

I think I've fixed kimberlite now, will see if I can find any around my fort! Anyone know of other things with colour issues?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 07, 2011, 06:01:39 am
I totally understand what you mean, and I have to do the same thing myself sometimes. One problem with doing this in the past was the lack of tile slots, but more/more obvious ore tiles were something we discussed for our post-ttf plans.
Spoiler (click to show/hide)
We have ... roughly 14 tiles for stones in general now.
We could have:
-Sand
-Soil
-Ore, 4 value levels, variant 1
-Ore, 4 value levels, variant 2
-4 tiles for stone
Makes 14.
I don't think it would be that much of a problem, especially when we can play with colors and tile magic on top of that. :)
Edit: Does my post sound snippy? I don't mean it that way :)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 07, 2011, 10:27:02 am
Nah, don't worry about it.
You've been very patient about this for way too long.
It's high time I told Wormslayer to do something about it for me.

= P
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 07, 2011, 12:21:19 pm
Nah, don't worry about it.
You've been very patient about this for way too long.
It's high time I told Wormslayer to do something about it for me.

= P

(http://img507.imageshack.us/img507/7357/1277760059515.jpg)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 07, 2011, 04:11:24 pm
I have over the months spent a bit of time thinking about some OCD graphical organizing of stone types :)

Is one of your ore types to cover economic stone? Because my mental list is basically identical:

-Sand
-Soil
-4 layer types
-4 Economic types(Flux, Plaster, Coal, Obsidian)
-Ore with 4 or 5 value levels

And this is roughly the current system I believe? (IH did all that so I'm not too familiar :)

I'll see if I can figure something out that doesnt look crap :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on January 07, 2011, 04:14:21 pm
-4 Economic types(Flux, Plaster, Coal, Obsidian)
I would kinda like this too.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 07, 2011, 04:20:00 pm
+1 Yes to the economic types.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 07, 2011, 05:22:28 pm
So I'm poking around in the stone raws to familiarise myself. (And fix engraved Phyllite being black/black! :P)

Mined Lignite should use the same boulder icon as Bituminous coal?
(http://i.imgur.com/1xklo.png)

Also the fruit tree I made should be used somewhere? :P
(http://i.imgur.com/YoHT3.png)

And this is what ores look like sorted by "value" as defined by the wiki:

The precious 250

Platinum   40
Aluminum   40
Gold      30
Silver      10

Limonite 8
Magnetite 8
Hematite 8
Galena 5
Tetrahedrite 3

Malachite 2
Sphalerite 2
Cassiterite 2
Copper 2
Garnierite 2
Bismuthinite    1
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: AirsBlue on January 07, 2011, 10:35:59 pm
Just wondering;
I love Slate, and Shale (especially for roofs, and floors), so I was wondering if there are enough stones in-game that fracture similarly enough, that a slate/shale like icon could be made.

Also, IronHand, your graphics pack was so awesome I was pulled into the forum just so I could post in this thread XD

And +1 to the varied ore icons, and Economic icons.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 08, 2011, 12:28:50 am
Stupid hippies sold me a bull elephant, which of course means; War Elephant for my Captain of the Guard!! :D

Unfortunately his master fell in heroic battle during the recent Goblin attack and now old Ineth just roams forlornly around the spot where "Stoneface" died, only stopping to crush any invaders stupid enough to stray too close!
(http://i.imgur.com/89EKF.png)


DF is so awesome :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Greendogo on January 08, 2011, 02:49:29 am
It would be really cool if each raw object or hard coded object could have it's own unique graphic/s, all of which would be separated from the interface font (including water levels from numbers).  I'll be sure to get on my red-phone tomorrow and call Toady about this.

Elephants + War = Fun
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 08, 2011, 03:41:13 am
Sounds like Toady doesnt know what to do and is just putting it off as long as possible...

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 08, 2011, 05:08:24 am
Is one of your ore types to cover economic stone? Because my mental list is basically identical:

-Sand
-Soil
-4 layer types
-4 Economic types(Flux, Plaster, Coal, Obsidian)
-Ore with 4 or 5 value levels
Argh, I totally forgot the economic and layer types!
You're right.

Well, let's hope Toady maybe settles for the easiest solution:
Just split the ASCII-Tiles into single images. So instead of marking row and column in the raws, you'd "link" to the ASCII-image.
Which, in turn, we could change into a graphic tile.
So he would not have development- or legal issues and we could have a tile for everything.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 08, 2011, 10:19:13 pm
So I made a little chart of all the useful ore and economic stone grouped by value and use:
(http://i.imgur.com/xbWzn.png)

Update: This hasnt come out very well, but it sort of conveys the idea for ores that I'm going to run with, which is: The more valuable tiles are mostly rock with thin veins of metal running through them, while the less valuable ones are more ore than rock. (Value = Rarity?)
(http://i.imgur.com/K9F2Z.png)

Also; welcome to the forum AirsBlue! Must admit I had not considered a separate tile for slate, but I did just make a sort of fractured ground tile to replace the V badlands on the world map... :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Igfig on January 09, 2011, 04:11:27 am
I like the 'value=rarity' system.  One little request, though: could you make the iron ores visually distinct from the hybrid ores, tile-wise?  Just a thought.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 09, 2011, 04:23:01 am
Update: This hasnt come out very well, but it sort of conveys the idea for ores that I'm going to run with, which is: The more valuable tiles are mostly rock with thin veins of metal running through them, while the less valuable ones are more ore than rock. (Value = Rarity?)
(http://i.imgur.com/K9F2Z.png)

Ah, value=rarity is a nice idea, my first thought was the other way around, but yours is more logical.
You've got to watch out, though: Malachite and co. are looking like small strands of black ore in green stone.
If you invert the stone/ore on the tiles you have and swap "Most valuable" with "least valuable" it isn't that confusing anymore, I think.
I hope you know, what I mean.
But very nice, my dreams come true! :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: AirsBlue on January 09, 2011, 11:59:42 am

(http://i.imgur.com/K9F2Z.png)


Edit: Never mind, just checked up on Malachite and it is green. I guess it starts off green, burns green, is orange when smithed, then patina's back to green again. Crazy metal :P

And (Since I'm not sure how assigning tiles to objects works) would it be possible to assign this Slate tile look to rocks like Shale, and maybe even Slade (All darkish with a slight purple tint maybe? Slate is all jagged, and I think that might work as a look for slade).

Forgive any newbie ignorance, I'm fresh off the immigrant caravan, and have yet to be assigned a task other than mingling in the Meeting Hall. :)


Edit2:
Coolest lookin ore I've ever seen (Just checkin up on the real counterparts of these ores)
(http://upload.wikimedia.org/wikipedia/commons/a/a6/Tetrahedrite-Chalcopyrite-Sphalerite-251531.jpg)
Tetrahedrite
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: tsen on January 09, 2011, 12:19:53 pm
pure awesome
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Thundrim on January 09, 2011, 02:50:36 pm
A truly Ore-gasmic setup, the miners should be delving harder than ever with such lovelies in sight. ;D

---
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 09, 2011, 03:35:10 pm
That is some sweet looking tetrahedrite!I have tried several times to make nice crystaline shapes like that, but they tend to look like lumpy blobs when reduced to 18x18 :D

I re-made the badlands cracked tile to make it actually tile seamlessly, here's what it looks like when applied to slate, shale and slade:
(http://i.imgur.com/hiUYB.png)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: rephikul on January 09, 2011, 03:38:21 pm
(http://i.imgur.com/hiUYB.png)
I'm not quite familiar with ironhand development but that cyan stuff look like devilish grinny faces
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 09, 2011, 03:41:51 pm
Whats the green mossy things?
otherwise, awesome going, WormSlayer!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 09, 2011, 03:43:36 pm
I'm not quite familiar with ironhand development but that cyan stuff look like devilish grinny faces

If you step back a page, you will see the semi-failed experiment those cyan tiles come from :D

Whats the green mossy things?

Those would be lumps of galena ore :)

I like the 'value=rarity' system.  One little request, though: could you make the iron ores visually distinct from the hybrid ores, tile-wise?  Just a thought.

By "hybrid ores" you mean tetrahedrite and galena? I dunno about using another tile slot for them, but maybe they could be ore/ore rather than ore/rock?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: AirsBlue on January 09, 2011, 07:05:19 pm
I re-made the badlands cracked tile to make it actually tile seamlessly, here's what it looks like when applied to slate, shale and slade:
(http://i.imgur.com/hiUYB.png)

I love how that looks.
Can't wait to see how things will look when you've got everything set up :)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 09, 2011, 08:18:38 pm
Attempting to combine IH's ore tile, which I really like, with last nights attempt:
(http://i.imgur.com/J5nOF.png)
(Also using the correct material colours.)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 09, 2011, 08:55:14 pm
ooh.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: therahedwig on January 09, 2011, 09:15:59 pm
Attempting to combine IH's ore tile, which I really like, with last nights attempt:
(http://i.imgur.com/J5nOF.png)
(Also using the correct material colours.)
Be careful using correct material colours. I'm working on some better stones for stonesense, and I've already discovered that kimberlite and cobaltite are grey stones in real-life. That means that there's no actual blue stones in df :/ (well, okay, gabbro can be dark blue, but so can marble)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 09, 2011, 09:20:15 pm
We've got enough grey stones already. let there be blue!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: AirsBlue on January 09, 2011, 09:26:34 pm
I'm Airs Blue gorramit. I need Blue for my floor designs!
lol

And those metal ore icons are delicious.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: therahedwig on January 09, 2011, 09:36:29 pm
Indeed.

Also, I was just reminded of something while reading the discussion on kobolds:

Kobolds in DF are "A small, squat humanoid with large pointy ears and yellow glowing eyes." and they have brown skin according to the raws.

None of the graphics sets actually reflect this. You might want to consider changing it, unless you don't wish to annoy the cute!kobold fans :/
(Or maybe there should be a seperate kobold-like race modded called 'cutebolds')
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Aklyon on January 09, 2011, 10:14:35 pm
Looking at the newer picture and the older picture, WS, the newer ones seem a bit greyed out.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Igfig on January 09, 2011, 10:17:09 pm
Attempting to combine IH's ore tile, which I really like, with last nights attempt:
(http://i.imgur.com/J5nOF.png)
(Also using the correct material colours.)

Looks good to me.  Yeah, giving hybrid ores higher contrast like that has exactly the effect I was looking for.  Thanks!


And I think the main reason kimberlite is blue in DF is that in the old days unweathered kimberlite was arbitrarily called "blue ground" to differentiate it from "yellow ground" (weathered kimberlite, which actually is yellow).  Power of Wikipedia!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Slye_Fox on January 09, 2011, 11:44:38 pm
Is it possible to make it so the chair tile is not used in bridges?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 10, 2011, 12:53:06 am
Is it possible to make it so the chair tile is not used in bridges?

Nope, unfortunately we have to choose between chair or bridge section :(

In other news; back when I was making all the workshops, I somehow missed the fact that the carpentry workshop has a unique tile! So now our carpenters get a whole extra table full of new tools :D
(http://i.imgur.com/qhwkq.png)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 10, 2011, 04:12:11 am
Attempting to combine IH's ore tile, which I really like, with last nights attempt:
(http://i.imgur.com/J5nOF.png)
(Also using the correct material colours.)

Ahh, I love it :D
The view of veins that cross the whole tile needs getting used to, I imagined differently - but I think it is great.
The difference between lowest value and medium value could be a little stronger, though.
Adamantium and copper are absolutely stunning and perfect! :D

Quote
Kobolds in DF are "A small, squat humanoid with large pointy ears and yellow glowing eyes." and they have brown skin according to the raws.

None of the graphics sets actually reflect this. You might want to consider changing it, unless you don't wish to annoy the cute!kobold fans :/
(Or maybe there should be a seperate kobold-like race modded called 'cutebolds')
I love the cutebolds! :>
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Slye_Fox on January 10, 2011, 05:28:08 am
Ahh, I love it :D
The view of veins that cross the whole tile needs getting used to, I imagined differently - but I think it is great.
The difference between lowest value and medium value could be a little stronger, though.
Adamantium and copper are absolutely stunning and perfect! :D

Quote from: therahedwig
Kobolds in DF are "A small, squat humanoid with large pointy ears and yellow glowing eyes." and they have brown skin according to the raws.

None of the graphics sets actually reflect this. You might want to consider changing it, unless you don't wish to annoy the cute!kobold fans :/
(Or maybe there should be a seperate kobold-like race modded called 'cutebolds')

I thought they were cute and furry.
But then again, I've only seen Kobolds in Unforgotten Realms.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: rephikul on January 10, 2011, 05:53:24 am
(http://img249.imageshack.us/img249/9034/koboltleader00.gif)(http://img829.imageshack.us/img829/3711/kobold100.gif)(http://img840.imageshack.us/img840/2627/kobold200.gif)(http://img146.imageshack.us/img146/6613/kobold300.gif)(http://img833.imageshack.us/img833/2369/koboldarcher00.gif)
Not really. These guys are from ragnarok online, for example.

EDIT: fixed image location
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 10, 2011, 06:20:51 am
Woah, edited my post, second part was messed up. :D
And rephikul, your images don't seem to work... Now they do. So cute! :D
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: UristMcDwarf on January 10, 2011, 04:55:54 pm
The babys are cute.  8)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: therahedwig on January 10, 2011, 07:13:03 pm
(http://img249.imageshack.us/img249/9034/koboltleader00.gif)(http://img829.imageshack.us/img829/3711/kobold100.gif)(http://img840.imageshack.us/img840/2627/kobold200.gif)(http://img146.imageshack.us/img146/6613/kobold300.gif)(http://img833.imageshack.us/img833/2369/koboldarcher00.gif)
Not really. These guys are from ragnarok online, for example.

EDIT: fixed image location

Yeah, that's how they're represented in most fantasy media, but according to the DF raws, they're more like Harry Potter house-elves with yellow eyes.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: patrix on January 10, 2011, 10:23:26 pm
(http://marmaladedreams.com/img/koboldfisher.jpg)
Was always partial to a classic kobold like this, myself.

Btw, thank you IronHand et. al. for the fantastic tileset!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Schmlok on January 10, 2011, 10:27:10 pm
I could be wrong, but i think D&D switched kobold styles from 2nd ed. to 3rd.  2nd they were doglike, 3rd reptile/dragon?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: patrix on January 10, 2011, 10:32:06 pm
I could be wrong, but i think D&D switched kobold styles from 2nd ed. to 3rd.  2nd they were doglike, 3rd reptile/dragon?

(http://marmaladedreams.com/img/kobold.jpg)
Indeed, much like this guy here
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on January 10, 2011, 10:37:04 pm
Yes, 3rd edition on I believe kobalds became lizardlike and distant relations in some ways to dragons.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: patrix on January 10, 2011, 10:43:12 pm
Seems like, yeah. Just voicing, for what it's worth, my hope that DF kobolds are like the older, rat-like ones, instead of reptilian or *shudder* furry cutebolds
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Wavecutter on January 10, 2011, 11:25:42 pm
I hope the kobolds look like a butcher shop exploded whenever I see them.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: MiniMacker on January 11, 2011, 03:45:35 am
(http://i.ytimg.com/vi/yLC1poAatYc/0.jpg)

THESE are MY Kobolds. (http://www.urealms.com/forums/Smileys/default/kobold.gif)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: forsaken1111 on January 11, 2011, 03:46:17 am
-snip-

THESE are MY Kobolds. (http://www.urealms.com/forums/Smileys/default/kobold.gif)
What's that from?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Slye_Fox on January 11, 2011, 07:42:14 am
-snip-

THESE are MY Kobolds. (http://www.urealms.com/forums/Smileys/default/kobold.gif)
What's that from?

Those are the ones I was referring to, they're from Unforgotten Realms (http://urealms.com/urealms/episodesone.html).
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 11, 2011, 01:07:58 pm
Yeah, I will probably try to stick with Toady's descriptions.
Although, I refrained from giving my goblins pink hair.

In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Rose on January 11, 2011, 01:12:00 pm
but pink hair is totally rad
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 11, 2011, 01:33:44 pm
Right?

Maybe I'll put it on the generals or the king or something.
If I can get it to look good. So far no luck.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Rose on January 11, 2011, 01:56:02 pm
here's what I managed to come up with in stonesense:

Spoiler (click to show/hide)

this is from reading the color data from the game.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: WormSlayer on January 11, 2011, 02:39:22 pm
Damn you Japa! I keep seriously considering making a set of stonesense graphics, the extra capabilities and resolution are... seductive :P

THESE are MY Kobolds. (http://www.urealms.com/forums/Smileys/default/kobold.gif)

Made me think of Merch :D
Spoiler (click to show/hide)

On the subject of Kobolds, I am firmly in the "rat-like" camp :)

(http://i56.tinypic.com/2zee986.png)

Nice :D Not sure if there are enough pixels for the chicks, but the hen could do with a skinny little chicken leg?
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Schmlok on January 11, 2011, 03:52:50 pm
Those Hen and chicks are awesome.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: therahedwig on January 11, 2011, 03:55:10 pm
Damn you Japa! I keep seriously considering making a set of stonesense graphics, the extra capabilities and resolution are... seductive :P

Well, I'm currently redoing the stones (http://"http://img.ie/426c0.png") and made the grass darker (http://"http://dffd.wimbli.com/file.php?id=3617"). If you ever get the urge to create something and use a fitting style, I'd be happy to include it. I suppose it would beat the prospect of having to draw everything on your own.

I don't have any general preference for kobolds. It just seems silly to me that none of the graphicsets show the kobolds as in the raws.
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Vince on January 11, 2011, 04:01:10 pm
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
To quote Despicable Me: It's so fluffy I'm gonna dieeeeee! (http://www.youtube.com/watch?v=82utG7Q3G_k)
So cute!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Thundrim on January 11, 2011, 05:15:49 pm

In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)

Nice and distinct style, for so tiny pixels. Made me smile in me beard.

---
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: sir_laser on January 11, 2011, 06:02:01 pm
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)

This is definitely related news. !!WIN!!
Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: Ironhand on January 11, 2011, 10:05:30 pm
I've had some complaints recently that what I do is magic and that I don't do a good enough job of explaining my procedure to you peasants.

So I've decided to show you that nothing I do is magic. In fact, it is the result of long minutes of intense artistic theory study.

So now, behold. No longer will this set or anything I do be beyond the realm of reality.

Title: Re: Ironhand's Graphics Set (0.31.18 version out!)
Post by: AirsBlue on January 11, 2011, 10:07:37 pm
Wonderful pics!
I've tried my hand in making some icons aswell. I suck at it :P
'Tis not as easy as it looks.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: WormSlayer on January 11, 2011, 10:48:29 pm
IH on a roll :D

I had another go at precious ore veins and it came out more like what I have in mind:
(http://i.imgur.com/aAcIk.png)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Wavecutter on January 12, 2011, 01:33:37 am
IH on a roll :D

I had another go at precious ore veins and it came out more like what I have in mind:
(http://i.imgur.com/aAcIk.png)



Now those look awesome.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: patrix on January 12, 2011, 01:48:03 am
That adamantine is gorgeous  :o

(am still rather of the opinion that IH is still conducting magic)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Interesting on January 12, 2011, 05:12:59 am
This tileset is awesome! Is there a 24x24 version?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 12, 2011, 08:30:12 am
Very nice WS! I approve!

And maybe I use a little magic.

And no, there's not a 24x24 version. Sorry.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: WormSlayer on January 12, 2011, 09:25:56 pm
The result of tonight's fiddling around in photoshop:
(http://i.imgur.com/UWJPH.png)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Aklyon on January 12, 2011, 09:37:20 pm
Could you show them combined a bit? the precious ores look better than before, but it would be nice to have a bit of perspective on how they'd look in DF.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Artanis00 on January 13, 2011, 03:02:16 am
The result of tonight's fiddling around in photoshop:
(http://i.imgur.com/UWJPH.png)

I can't say I like the tiled look, but I guess fixing that would have to wait for the OpenGL shader.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Vince on January 13, 2011, 03:56:36 am
The result of tonight's fiddling around in photoshop:
(http://i.imgur.com/UWJPH.png)
Adamantine looks a bit strange when tiled. I keep seeing ":F :F :F :F" :D
Platinum & co are absolutely great!
Limonite & co and Malachite & co are not really distinguishable IMHO - and Limonite & co tile a bit much.
Maybe using the Malachite & co tile for Limonite & co and use a tile with less ore strands for Malachite & co? Almost like Adamantine?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on January 13, 2011, 08:41:34 am
I like it, can't wait for the final version to adopt it in Genesis :D.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on January 13, 2011, 08:43:18 am
Yeah, I will probably try to stick with Toady's descriptions.
Although, I refrained from giving my goblins pink hair.

In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
Great, this hen is adorable! Mind if I use it in Genesis before you release it? I love it much more than mine.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on January 13, 2011, 08:55:38 am
By the way, since there was a discussion about kobolds.

I am kinda tired of their teddybear-like appearance in Genesis, so I've just made a redesign.

They are still small rodents, but they have a more vile look now:

(http://i52.tinypic.com/xdryj8.png)

P.S. My kobold sprite sheet

(http://i54.tinypic.com/eaguf8.png)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 13, 2011, 09:29:20 am
You can help yourself to my stuff anytime, Deon.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: forsaken1111 on January 13, 2011, 10:14:41 pm
You can help yourself to my stuff anytime, Deon.
That doesn't sound like innuendo or anything.  :)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Sithun on January 14, 2011, 06:40:34 am
Being a lazy bum, i wont use the search function for this. I tried mailing you about it, Ironhand, but you didnt respond. Your graphics set makes it impossible to read the selected line in the 'u'nits list. Both the text and the selection-color is the same beige-ish color, making finding specific dwarves a chore. Please fix.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 14, 2011, 09:10:51 am
Hey, sorry if I missed your message!
I do my best to keep up, but there's a lot on my plate.

We've already talked about that text stuff a lot, and if
Tarn hasn't fixed up .ttf printing enough by the next release,
we're gonna include a full text set for the next version.

Sorry for your inconvenience!
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Sithun on January 14, 2011, 01:46:32 pm
Your assurance that it will eventually be solved is more than enough for me. :)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: lagging savant on January 14, 2011, 04:06:21 pm
Very nice work. I actually like the effect the tiling gives. I can imagine finding a large wall of this stuff and be in awe like in a sea of adamantine.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: WormSlayer on January 19, 2011, 01:39:05 pm
So I recently tried to "upgrade" to Adobe CS5...

But CS4 failed to uninstall properly, leaving GB's of shit all over the computer, and now both CS4 and CS5 both refuse to install; I think because they can still see some trace of the old install that I cant find O.o

It's a known problem and Adobe even make a tool for cleaning up broken installs. But I've spent days trying to fix it now, and it's starting to look like I have to reformat and reinstall :S
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 19, 2011, 02:28:00 pm
Ouch!

Good luck!

My pen tablet doesn't work with Windows 7.

But I think you have it worse.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: sir_laser on January 19, 2011, 05:27:29 pm
So I recently tried to "upgrade" to Adobe CS5...

But CS4 failed to uninstall properly, leaving GB's of shit all over the computer, and now both CS4 and CS5 both refuse to install; I think because they can still see some trace of the old install that I cant find O.o

It's a known problem and Adobe even make a tool for cleaning up broken installs. But I've spent days trying to fix it now, and it's starting to look like I have to reformat and reinstall :S

Do you keep a clone of your HDD?

Ouch!

Good luck!

My pen tablet doesn't work with Windows 7.

But I think you have it worse.

? Windows 7 was designed more or less with tablets in mind...what's the issue?
Title: Ironhand graphics on a mac?
Post by: mwanafalsafa on January 19, 2011, 07:25:10 pm
Hello, I updated my Mac OS X version of DF with Ironhand's graphics. The game runs but the graphics are all messed up.

I'm pretty sure I copied everything in the right places. Are there any known issues with using this graphics set with the Mac version of the game or did I just mess something up with I 'updated' my game.

And I assume the option to download the full version with the graphics pre-installed is only the PC version the game... right?

Thanks
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Aklyon on January 19, 2011, 07:30:35 pm
Have you tried running savegame updater? That seems to fix most things.
Title: Re: Ironhand graphics on a mac?
Post by: Schmlok on January 19, 2011, 07:41:24 pm
Hello, I updated my Mac OS X version of DF with Ironhand's graphics. The game runs but the graphics are all messed up.

By graphics messed up, do you mean letters replaced by graphics?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: mwanafalsafa on January 19, 2011, 11:37:18 pm
Thanks for the tips... it was just that save... I started a new fortress and it works fine now.

Also I am seeing a lot of symbols replacing letters in some text. But I assume that's just how it's supposed to be... right?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Rex_Nex on January 20, 2011, 12:18:01 am
Yea, symbols in text will have to stay until Toady finished TrueType support. For now, its not a big deal, since you can still make out what its saying.

Except names. And ZLevel.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Schmlok on January 20, 2011, 12:46:30 am
Thats why I was asking.  and should have gone ahead and said the reason why if it was that.

For the water/numbers I went in and drew/placed numbers in bright yellow, which gets shaded to a bluegreen cause its water.  doesn't intrude almost at all.  just as a temporary fix though.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Mike Mayday on January 20, 2011, 06:39:51 pm
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)

Om my lawdy, that is the best thing ever.
Ironhand, Wormslayer what is your policy on having your stuff stolen from you? (http://mayday.w.staszic.waw.pl/gobticons3/scheming.gif)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 20, 2011, 08:56:13 pm
Go ahead! Steal away.
Maybe give us credit somewhere.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Aklyon on January 20, 2011, 09:05:44 pm
You've got popular chickens, Ironhand.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Vince on January 21, 2011, 04:40:18 am
You've got popular chickens, Ironhand.

He's popular with chicks! Ahahaha! Hahaha! Haha... Ohgodpleaseslapme.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 21, 2011, 09:34:20 am
You've got popular chickens, Ironhand.

He's popular with chicks! Ahahaha! Hahaha! Haha... Ohgodpleaseslapme.

I only slap babies.

(If you don't get the reference, I suppose that might be rather disconcerting.)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Vince on January 21, 2011, 09:45:49 am
I only slap babies.

(If you don't get the reference, I suppose that might be rather disconcerting.)

I have the reference right in my sig, so no worries! :D
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: WormSlayer on January 24, 2011, 08:37:12 pm
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)

Om my lawdy, that is the best thing ever.
Ironhand, Wormslayer what is your policy on having your stuff stolen from you? (http://mayday.w.staszic.waw.pl/gobticons3/scheming.gif)

Sadly I cant claim any credit for IH's chickens but feel free to help yourself to anything you like :)

Also *love* the scheming goblin face :D

In other news: I *hate* having flu! Whats actually worse than the constant muscle spasms down my spine is the incredible ache in my knees - I can barely walk :(
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Schmlok on January 24, 2011, 09:07:26 pm
Ibuprofen is your friend.  Even in small quantities.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: rephikul on January 27, 2011, 02:49:18 am
DFFD still list the graphics pack as 494, updated last nov but the first post already mention 495.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 27, 2011, 08:37:34 am
Numbers shnumbers.
The next one will be .50.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: deknegt on January 28, 2011, 09:44:38 am
I got an odd problem with Ironhand.

I installed it through LnP and the text is all screwy right now.

(http://i51.tinypic.com/x4hzwj.jpg)

I am pretty sure that this shouldn't happen. It's annoying because now i have to use my brain when i am reading <_<
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Iceco on January 28, 2011, 10:23:02 am
That's actually how it is 'supposed' to be.
It's because the .ttf (true type font) isn't yet supported completely, resulting in some text still using the tileset instead of the font.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Mickey Blue on January 28, 2011, 11:51:59 am
Indeed, its actually one of the primary issues I have with graphics sets like this.. I don't know what it says about me that I have an easier time with the ASCII code then with some letters in text being replaced with pictures but what can I say..

Once they change up the graphics properties and we can have more symbols (which I assume will also fix the text issues) I'll probably give one of these a go.

-MB
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: deknegt on January 28, 2011, 11:54:24 am
So is there no way to fix this? I can swear i saw a guy on youtube that had no problems with it.

Don't i just have to place the TTF into the system?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on January 28, 2011, 12:10:18 pm
Could we get the .png with tranparency of those awesome ore veins please?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Schmlok on January 28, 2011, 05:35:04 pm
I think it works if you leave the graphics set to 2D ?  in the init

Dek, those are the easy ones, notice there are only 3 there, O Y and Z

Just open the .png file and draw yellow numbers on the water.  They go green and retain the water look.  coffin is 0. 
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: forsaken1111 on January 29, 2011, 01:48:56 am
I like how the same question about symbols in text keeps popping up every 2 pages or so.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: therahedwig on January 29, 2011, 03:58:21 am
I guess it would be nice if it actually would get fixed then.

What's up with Baugn anyway? Did he get swallowed by google again?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on January 29, 2011, 07:00:08 am
I guess it would be nice if it actually would get fixed then.

What's up with Baugn anyway? Did he get swallowed by google again?
It's not only Baugn, it's also Toady. But yeah, until Baugn comes back to it, it's unlikely that anyone else could work on it. So it is impossible right now to "fix" it.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: s20dan on January 29, 2011, 11:00:33 am
I use an older version which seems to fix almost all of the symbol in text issues, it doesn't have some of the cool new features but its good enough.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on January 29, 2011, 11:30:17 am
Totally off-topic: @forsaken: I love your avatar! Did you make it?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on January 29, 2011, 11:48:06 am
Hey, png of ore veins please? :D
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: forsaken1111 on January 29, 2011, 12:20:38 pm
Totally off-topic: @forsaken: I love your avatar! Did you make it?
No, I found it while looking around on the internet. I'm not actually sure who made it, but it made me laugh so I decided to use it for a while.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: m1k3y4e7 on January 30, 2011, 11:57:40 pm
I love this tileset SO much.



Please have my babies ironhand.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: MonkeyMagic on January 31, 2011, 04:35:18 am
Hello,

I hate to ask noob questions, but I have been struggling with this for 6 hours; I am running the latest version of DF for Mac and I have been trying to install Ironhand's set.

Every time that I have tried to create a new world after installing the set, it shows a white rectangle in the middle of the menu screen and then stalls out. Terminal shows an error that says something about a pool leaking. See below.*

OK, I found a post in a thread about turning the Graphics: setting in init.txt to off, but that only solves the rectangle and early crashing. It still isn't working properly after that.

Can anyone direct me towards an Ironhand/DFMac prepack or otherwise give me some advice?

Please & Thank You

*Terminal Error
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: hermes on February 04, 2011, 01:46:38 am
Hello, [snip]

Hello MonkeyMagic :)

Check out the DF Bug Tracker site (http://www.bay12games.com/dwarves/mantisbt/main_page.php), that's probably the best place to report this and (hopefully) get some help.

I did a quick search for your problem and it looks like someone reported the same thing (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3090) way back in August of last year (but unfortunately there is no clear solution :( if you can reproduce  it reliably then that info would be useful for future bug squashing).  Beyond that, I don't have a mac so can't really offer any help, sorry!  If you are really stuck just try the Lazy Newb pack, or one of the other tilesets or no tileset for the time being.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Lysabild on February 05, 2011, 05:41:32 am
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b

edit: The cows also look a tad too comical compared to the rest of your sprites and covering both cows and bulls it doesn't look very "androgyn"?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: WormSlayer on February 08, 2011, 09:23:13 pm
Hey, png of ore veins please? :D

Sorry man, been a bit busy, being ill and miserable! :P

Here is the most recent test sheet I have:
(http://i.imgur.com/wYHIJ.png)

This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b

You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Aklyon on February 08, 2011, 09:33:07 pm
The swirl w/numbers still doesn't fit very well.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Igfig on February 09, 2011, 01:22:56 am
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b

You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?

I'd say it's the weird wavy patterns on the floor.  (I think I mentioned this a while back, actually.)  I'd like to see that tile replaced with some kind of large square flagstone or something.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Lysabild on February 09, 2011, 08:13:02 am
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b

You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?

What else is it used for? I don't remember seeing it elsewhere, but yeah well it just feels wrong looking at it imo. I seem to remember having used a tileset where the wheels were like single pieces of wall, which looked good.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: recluser on February 09, 2011, 01:40:21 pm
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b

You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?

What else is it used for? I don't remember seeing it elsewhere, but yeah well it just feels wrong looking at it imo. I seem to remember having used a tileset where the wheels were like single pieces of wall, which looked good.

On the other hand I love corners of TD, now if only a TD make out of blocks would look like floor instead of that wavy pattern. :)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on February 10, 2011, 01:46:45 am
Hey, png of ore veins please? :D

Sorry man, been a bit busy, being ill and miserable! :P

Here is the most recent test sheet I have:
(http://i.imgur.com/wYHIJ.png)

This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b

You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
Thank you! I was waiting for this :)
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Dutchling on February 10, 2011, 12:40:11 pm
I am downloading the ironhad genesis mod but I think I'll stop the download because it seems like I won;t be able to read anyting in game anymoe with this tileset, or is there some hidden trick you use to don't make the letters look like the ones in your png's?

EDIT: nevermind I already saw an answer a page back, I'll just dl the ASCII version
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on February 10, 2011, 12:58:47 pm
What's wrong with text in my version? You can clearly read it.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Dutchling on February 10, 2011, 03:57:53 pm
What's wrong with text in my version? You can clearly read it.

Is it different from the screenshot a few pages back? Some things there are... well, just not text :P. So I decided to play the ASCII version for once, after playing Phoebius for a while.

EDIT: This is the pic I meant:
Spoiler (click to show/hide)
I know you can read it but I like reading my dwarves thought without getting a headache
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Vince on February 11, 2011, 03:59:38 am

Is it different from the screenshot a few pages back? Some things there are... well, just not text :P. So I decided to play the ASCII version for once, after playing Phoebius for a while.

EDIT: This is the pic I meant:
Spoiler (click to show/hide)
I know you can read it but I like reading my dwarves thought without getting a headache

It's only very few pages that look like this, by the way!
Most of them look like the headline in your screenshot.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Deon on February 11, 2011, 04:39:54 am
What's wrong with text in my version? You can clearly read it.

Is it different from the screenshot a few pages back? Some things there are... well, just not text :P. So I decided to play the ASCII version for once, after playing Phoebius for a while.

EDIT: This is the pic I meant:
Spoiler (click to show/hide)
I know you can read it but I like reading my dwarves thought without getting a headache
Yes it is different. I would suggest to look at something before judging it.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Mandango on February 13, 2011, 03:11:10 am
I've got two things to say about this mod.
1) freaking awesome
2) F*CKING LLAMAS!
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: recluser on February 16, 2011, 11:25:23 am
2) F*CKING LLAMAS!
Say what? Llamas are awesome!  :P
Spoiler (click to show/hide)

Title: awsome
Post by: Drago55577 on February 16, 2011, 02:00:51 pm
This thread                  NEEDS!!!!  to be stickied
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Valience on February 16, 2011, 02:31:51 pm
Dear sirs,

The new version has been out for like minutes. Get this updated you slackers, gosh.
(Please do note the joking. Or don't and rage. Whatever.)

Anyways, can we expect new sexies in a few days?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on February 16, 2011, 05:22:36 pm
Just saw it. I'm gonna read some of the n--

new...

feeaatur...

a e
a
.a
 da

blarg

AWESOMENESS OVERLOAD.

Rebooting.


Dang, people.

I am gonna get my hands on this tonight.
But I have no guarantees as to how long it'll take to get updated.
For now, assume Monday or Tuesday. You may be pleasantly surprised.

Dinner. Then sprites.
Away!
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Musashi on February 16, 2011, 05:32:44 pm
Can't wait! I'm sure you'll do an awesome job, as always.  ;D
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: carebear on February 16, 2011, 05:38:05 pm
If Truetype is still buggy in some menus as before, will it be disabled for the next update of this tileset?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Aklyon on February 16, 2011, 05:44:10 pm
If Truetype is still buggy in some menus as before, will it be disabled for the next update of this tileset?
Important Question is important.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on February 16, 2011, 06:28:02 pm
Edit:
ANSWER.
....er, no.

Also, as of this version, Ironhand/Wormslayer will be completely compatible with vanilla games.
Llamas are officially in the game, now.

Woohoo!
Who's excited?
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Acanthus117 on February 16, 2011, 06:33:14 pm
Meeeeeeeee
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on February 16, 2011, 06:41:00 pm
Awwwww, crap.

No, they haven't.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Acanthus117 on February 16, 2011, 06:42:39 pm
*sniff sniff*
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: Ironhand on February 16, 2011, 07:18:31 pm
Yeah, it kinda sucks. But I think I've done pretty well considering.

Text now uses ttf if it's supported, and otherwise goes to the old text I made a while ago.
We lose a bunch of those new tiles that Wormslayer made for workshops and such,
which now just display the old letters and symbols.
But all text is now readable.

EDIT: Also, special characters have been removed for the time being.


Next, remapping raws!


Then I will get onto some new critters.
And eventually I will go and reformat that awful OP.
Title: Re: Ironhand's Graphics Set (0.50!!!!)
Post by: Ironhand on February 16, 2011, 09:12:59 pm
Alright, guys, come and get it (http://dffd.wimbli.com/file.php?id=2511)!

Right now there's not a huge amount of new stuff.

But it's slick and it's fresh and you won't run into any ugly font trouble.
Guaranteed. Or your money back. = P

Also, there's a TON of awesome new stuff in the actual game. So get playing!

Right now, all the new critters are spriteless = ( but you'll notice there's space for them on the sheet now.
Starting tomorrow, I am spending all my free time makin' sprites. We'll get them caught up in no time.

Happy Valentine's Day, people! <3
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: seanb on February 16, 2011, 09:26:26 pm
I was soo afraid i wasn't going to get to play this for a while. i have a couple days off, then i go on vacation, and when i get back it's work work work. if you didn't get it out today, i was going to be a very sad panda. But now i'm happy!
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 16, 2011, 09:27:16 pm
Awesomeness, Ironhand.
I now have something to do tomorrow.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: BigD145 on February 16, 2011, 09:51:03 pm
I copied things over and the entire U menu has blacked out selections. They should be highlighted, but they are just black. It looks like it's TRUETYPE:ON
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 16, 2011, 09:57:56 pm
What do you mean you copied things over?

Are you using a Mac?

If so, you shouldn't be using TTF. Right now it does at least a few unpleasant things to Mac users.
The package as it is right now works really well without TTFs, though, if you want to do that.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 16, 2011, 09:59:27 pm
if its not a Mac, have you tried savegame_updater? the only other copy over I can think of is transferring a .18 save over.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: BigD145 on February 16, 2011, 10:27:32 pm
XP64 and I used a fresh install to play with. I did start a new fort to play with new stuffs and then copied all relevant files over to the main and save.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: MatrexsVigil on February 16, 2011, 10:36:43 pm
Aww, DFFD isn't loading.  =(

EDIT:  I spoke too soon!

Please make the bee sprites adorable!
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 16, 2011, 10:39:00 pm
Hmmm... honestly, I'm surprised it's compatible, with all the new raws and stuff...
You might want to just play without ttfs. That works pretty well right now.

Anyway... apparently, there's some critter drawing problems? I'm working on it.

Also, bees are just dots... I really don't think they need a sprite,
since a baby chicken is like one pixel.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: MatrexsVigil on February 16, 2011, 10:56:36 pm
Well, the spacing is all weird with your font and when I highlight things, it's all blacked out. 

Oh well.  I can wait some more. 

Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 16, 2011, 11:05:40 pm
Okay, guys, here's a quick temporary fix for the critter issue:
In raw/graphics/graphics_critters.txt, it says [PAGE_DIM:25:20].
It should say [PAGE_DIM:29:20]

Change that one number and you'll be all set.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Kian on February 16, 2011, 11:31:13 pm
I just got this tileset (tired of my squares looking elongated), and I'm curious about one thing. One of the coolest thing I thought the tileset had was the different kinds of dorfs. But all the dorfs look the same except for the miners, that don't look anything like the drawings in the earlier pages of this thread. Is there some step I'm missing? Was support for the dorfs removed at some point in the past 200 pages of comments?

I should mention I got the tileset just before the upgrade to 31.19.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: TealThanatos on February 17, 2011, 12:00:03 am
You rock Ironhand, keep up the great work.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Mayama on February 17, 2011, 01:16:23 am
Did you change something in the ini settings or is it the new release that reduces my fps to 30 from ove 100 when I embark with 7 dwarfs? :/
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Vince on February 17, 2011, 03:10:42 am
Okay, guys, here's a quick temporary fix for the critter issue:
In raw/graphics/graphics_critters.txt, it says [PAGE_DIM:25:20].
It should say [PAGE_DIM:29:20]

Change that one number and you'll be all set.

I'd post that on the frontpage and in the filebase, too! :)
Also, I found a small bug: When you select something (e.g. the unit menu) the selected item is black on black.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Mayama on February 17, 2011, 04:53:10 am
Oh I almost forgot to say, awesome work as always :D

Btw I guess theirs no chance to make snow white instead of black?
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Urist McAddict on February 17, 2011, 06:35:02 am
Damn Ironhand & Co!
You Llama ass bastards!
I'm quite sure my grades are gonna take a dive now...
Crap! These tiles make crack sound like cotton candy...
Now let me get back to my dwarvish stupor...
GJ!
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Thundercraft on February 17, 2011, 08:04:02 am
Question:
Is this new Ironhand Graphics Upgrade Pack version 0.50 (http://dffd.wimbli.com/file.php?id=2617) backwards compatible with 0.31.18? I realize that .18 lacks chickens (and whatever else you'll be adding soon), but should installing the upgrade version of 0.50+ in vanilla DF 0.31.18 cause graphics glitches or other unwanted behavior?

I'm asking because when you uploaded version 0.50, you replaced the older version 0.494 (for 31.18). Meaning, we can't download the old version any more. There are still many of us who've decided to stick with .18 for a while longer, refusing to switch to newer versions until after some of the major bugs are fixed and after certain mods are updated.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 17, 2011, 09:17:32 am
Yeah... I always replace the old version...
Dude. BEES.
And clay.
Do it.

In response to complaints:
I am painfully aware of how lacking snow is in my graphics set.
Play in a temperate biome. The pack looks awesome in a temperate biome.
Seriously, though, snow isn't really a high priority. But it will be when we get multi tile support.

I don't know why you've got a FPS drop. For me the new version is FASTER, if anything...

The blacked-out text thing kinda sucks, I know. You can go without TTF if you want. That helps.
But there's nothing I can do about the way the game handles TTFs and font color choosing right now.

And as for your dwarfs not showing up... I really have no idea.
The only explanation I have is: you forgot to update your savegame properly,
or you downloaded the upgrade pack instead of the full package, and put it in the wrong place.
Try starting with a fresh install of the complete package, and let me know if it still looks funny.

As for the addictive qualities of the game.
A) They're totally not my fault. At least not most of them, and
B) I'm gonna have to wrench myself away from the game myself to get any spriting done.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ultimuh on February 17, 2011, 09:28:59 am
B) I'm gonna have to wrench myself away from the game myself to get any spriting done.

Well have fun with that.
I myself have to.. *sigh* go to work..  :-\
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 17, 2011, 09:46:35 am
Yeah... can't help you there.

I'm also gonna have to assign dwarfs to all the new professions.
Right now they all just show up as the ghost sprite...
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 17, 2011, 10:50:05 am
Urist McBeekeeper cancels Beekeeping: Is a ghost.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Haekel on February 17, 2011, 01:11:30 pm
I have an issue with the tiles being too dark. I can barely navigate on the worldmap due to the water being almost black. I have to literally stare at my monitor to make out the "is assigned to pen/pasture" marking.

Anything I can do about this? Is there some gamma correction feature I don't know about?

(And yes, I'm posting here because I think this is Mod-related. I don't recall having these issues when I used Mayday's a while back)

Btw, love your mod :D
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Deon on February 17, 2011, 01:22:48 pm
Did you apply Ironhand's color settings?
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Haekel on February 17, 2011, 01:44:09 pm
I downloaded the complete pack and edited the init's to my liking (Number of dwarfs, sound yes/no, autosave and the like).
Apart from that, I didn't do anything. Oh, I applied the animal fix mentioned earlier in this thread.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 17, 2011, 02:29:27 pm
I'm glad you like it and I'm sorry that it's too dark...

There's an ongoing argument about whether it's too dark or not.
I have a bright, low-contrast monitor so the dark bits all look kinda greyish black to me.
People with Macs and other high-contrast monitors tend to think the set is too dark.

The water right now is actually just the sand tile. Once TTF gets fixed, it'll be brighter again.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 17, 2011, 02:31:35 pm
Water being the sand tile sounds silly,but theres not much you can really do about it, i guess.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Thundrim on February 17, 2011, 04:36:42 pm
Great, must generate a new world immediately!

Only thing missing now is those planned Dwarven inns. Because you can't get a more Dwarfy feature than that. But let's not go ahead of our beards. Thanks for the release!

---

 
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Antonater on February 17, 2011, 05:10:49 pm
whats with the new ore? why does all of my iron have mint icecream on it?
the gold aswell, i dont understand. what was wrong with the old ore
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: BradUffner on February 17, 2011, 05:36:48 pm
It would be really cool to have a configuration tool that would allow people to customize this set with different options, mixing and matching things from previous versions.  I know I personally liked the older Ore better than the new one.

I'm thinking of something along the line of the customizer for the painterly pack for minecraft. http://painterlypack.net/customizer.php (http://painterlypack.net/customizer.php)
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 17, 2011, 05:41:37 pm
The ore, the water, and the darkness of the graphics are the only three things I thing there has been major argument over, being able to change those would be pretty good, yeah.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: BradUffner on February 17, 2011, 05:48:22 pm
It would be really cool to have a configuration tool that would allow people to customize this set with different options, mixing and matching things from previous versions.  I know I personally liked the older Ore better than the new one.

I'm thinking of something along the line of the customizer for the painterly pack for minecraft. http://painterlypack.net/customizer.php (http://painterlypack.net/customizer.php)

Actually, I'm bored enough that I think I'm going to give writing a configurator a shot.  I've got some ideas that would allow for mixing things together from several different tilesets.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Kian on February 17, 2011, 06:20:13 pm
And as for your dwarfs not showing up... I really have no idea.
The only explanation I have is: you forgot to update your savegame properly,
or you downloaded the upgrade pack instead of the full package, and put it in the wrong place.
Try starting with a fresh install of the complete package, and let me know if it still looks funny.

The save file was generated in a clean DF 31.18, no mods or anything. I then downloaded the full IH install (still 31.18 when I got it), placed it in a different folder so nothing was overwritten or changed. And finally copied over the region directory into the save folder of the IH install.

I didn't see that the Readme included any other directions, or found anything in the thread or download page that would indicate I had to do things differently. If I missed something obvious, I apologize.

The file I downloaded was Ironhand 0.494.rar, weighing 7970KB.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: ZioAnthros on February 17, 2011, 06:43:18 pm
Is clay supposed to be big mushrooms, or did i do something terribly wrong?

Also, best graphic set. Good job & thanks! =
D
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Theodolus on February 17, 2011, 07:04:25 pm
Kian: What you're missing is that the RAW files in your save game won't be correct for the IH graphics pack. I've never personally done it, but there is a saved game updater that you should be able to run on your save to change the RAW files so your graphics are mapping to the tileset properly.

Edit: Unless I'm mis-reading what you meant by a "Clean DF 31.18". I'm assuming you mean a non-graphical version of that version.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Kian on February 17, 2011, 07:40:35 pm
Kian: What you're missing is that the RAW files in your save game won't be correct for the IH graphics pack. I've never personally done it, but there is a saved game updater that you should be able to run on your save to change the RAW files so your graphics are mapping to the tileset properly.

Edit: Unless I'm mis-reading what you meant by a "Clean DF 31.18". I'm assuming you mean a non-graphical version of that version.

Ah. That must be it then. I'm new to DF, and by clean install I mean I only have the game I downloaded from Bay12 and now IH's version. If I have to update the RAWs for them to fit with the game, no clue how it's done but it gives me something to start looking for. Thanks.

EDIT - I downloaded the SDL version of DF, not the legacy one.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Antsan on February 17, 2011, 09:01:39 pm
In the IH download should be a program named savegame_updater.bat or something like that. Just run it in your DF-Folder and you should be fine.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 17, 2011, 09:06:58 pm
savegame_updater seems to fix almost everything in here.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 17, 2011, 09:13:05 pm
Yeah, everybody's who complaining about stuff: update your savegames.

As for the ore, bug Wormslayer about it. I haven't touched the tileset in a long time, honestly.
And with the water, we have a perfectly nice set of water tiles. But we can't really user them right now,
unless we're willing to sacrifice numbers in menus, about which there were a lot of complaints when we tried it.

So I guess we'll just have to deal with it until Toady fixes the TTF support...
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 17, 2011, 09:14:27 pm
Yeah, everybody's who complaining about stuff: update your savegames.
You should add that to the OP whenever you update it next, IH.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 17, 2011, 09:17:11 pm
Done.


Also, if any of you want to donate screenshots from your current fortress (or adventure mode, or whatever), that would be awesome!
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: ZioAnthros on February 17, 2011, 09:34:33 pm
Turns out i updated my backup... heh, thanks!

Have you considered the "water & number" approach?
I think i'll try that now actually. Should be easy to photoshop.

Anyway, keep up the good work!
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 17, 2011, 10:47:38 pm
Hey, guys! I made some sprites!

(http://i56.tinypic.com/35avsw2.png)

They are pretty fowl.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 17, 2011, 10:59:54 pm
that was a pretty foul pun. :)
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 17, 2011, 11:08:36 pm
(http://i51.tinypic.com/wlrsx5.png)
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: 612DwarfAvenue on February 18, 2011, 01:56:11 am
that was a pretty foul pun. :)

I thought the pun-ness was rather... poultry.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: WormSlayer on February 18, 2011, 02:08:41 am
Bunnies! :D

Great work though IH - Really nice selection of birds too, love the shading!

Must admit the ore isnt really working out how I imagined, and now I've started changing it, it looks weird and different to all IH's tiles :S

In case anyone was wondering what I've been wasting my time with when I should be making tiles instead;
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Tellemurius on February 18, 2011, 02:09:40 am
Hey, guys! I made some sprites!

(http://i56.tinypic.com/35avsw2.png)

They are pretty fowl.
national bad pun day was last week man but that was... PUNNY!!
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Verdian on February 18, 2011, 03:48:03 am
In case anyone was wondering what I've been wasting my time with when I should be making tiles instead;
Spoiler (click to show/hide)

Wow. :o Post a link when you're finished so I can upvote.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Antonater on February 18, 2011, 11:30:59 am
it may just be me but the game runs fine without the save game updater and if i DO use the save game updater it doesnt work at all, claims to be missing files.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Thoranius on February 18, 2011, 02:41:05 pm
Is it just me, but do fully installed wooden doors show up as just black tiles with a weird dashed edging on the right and left borders? The stockpile image looks fine, as does the 'To be built here' icon shows up as well. (31.19 full Ironhand install pack, graphics_creature.txt fix applied 29:20)
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: BigD145 on February 18, 2011, 02:50:10 pm
Is it just me, but do fully installed wooden doors show up as just black tiles with a weird dashed edging on the right and left borders? The stockpile image looks fine, as does the 'To be built here' icon shows up as well. (31.19 full Ironhand install pack, graphics_creature.txt fix applied 29:20)

Haven't door issues been due in part to the base material?
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: MatrexsVigil on February 18, 2011, 03:27:07 pm
(http://i51.tinypic.com/wlrsx5.png)

Most adorable baby bunny EVER.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 18, 2011, 03:52:51 pm
First of all, why are you making your doors out of wood?

= P

Seriously, though, I'm having trouble figuring out why they would be black...
Is it muddy or something? That usually screws with my tilemagic stuff.

Also, what kind of wood is it?
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Haekel on February 18, 2011, 03:56:49 pm
My wooden doors are always black. I don't use the fancy-colored wood, so I don't know about that, but with generic, plain brown wood, they are black. Well, with a very small vertical bar to either side.

I think I had this issue using Mayday's as well, so it might be a general problem with tilesets/something you guys have in common.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 18, 2011, 04:14:17 pm
Yeah... I really have no idea.

But seriously, wooden doors?

Don't blame us for not supporting your silly notions.  = P
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Haekel on February 18, 2011, 04:36:06 pm
_I_ may be responsible for embarking on a hill of (clayless) mud with an aquifer, but my dwarfs are not. SO, wooden doors are the least (and the best) I can do :P

Did I mention it's fuckin' freezin' out there? ;)
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: got_milk on February 18, 2011, 04:37:13 pm
Can someone post some nice screens which show off ironhand ?  I need some persuasion to get back into DF!

Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Valience on February 18, 2011, 04:59:14 pm
Thanks for the speedy release :D

I will admit, though, that I am using one of the "beta" .pngs with the swirly numbers for water and the newer ore tiles. I guess I was one of the few who likes the swirly water numbers.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 18, 2011, 05:16:44 pm
RHIfreakingNOCEROS (http://i55.tinypic.com/29c77yg.png) .

They are trainable, ladies and gentlemen.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: timco35 on February 18, 2011, 05:49:51 pm
First of all, great work.  I love this tileset.  While I agree with earlier comments about water being rather dark, the sharp letters and just overall great fortress looks outweighs that minor issue.

I'm still having issues with creatures being chopped up.  I downloaded your full version, started a new game, and updated the [PAGE_DIM:25:20] to [PAGE_DIM:29:20]
in the graphics_critters.txt as mentioned earlier and still no luck.  In fact, changing it back and forth doesn't seem to affect their appearance at all.  I may have started my fortress before the change if that matters.

I noticed that creatures on the left-most of the tileset seem least effected (normal cats and dogs) but even a few creatures to the right and they seem to get halved.  My elephant image is the adult back half on the left with the baby from on the right. Dwarves, goblins, and fish seem to be unmolested in any way.  I'm real new to forum posting and I can't figure out how to make a screen shot.  The export local image thing kind of lost me. 

I have a feeling I'm missing something that should be obvious, so forgive my idiocy.  Thanks for any help or insight into this.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 18, 2011, 05:52:20 pm
You just need to update your savegame.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: timco35 on February 18, 2011, 06:04:54 pm
Gah!  Worked perfectly.  I didn't realize raws got saved individually withing a game once a game got started.  New it was something dumb.  Thanks a million. Keep up the stellar work.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: fluffhead on February 18, 2011, 06:29:16 pm
just started playing and I want it to look pretty.  How exactly do I get this installed?  I've got 0.31.19, but not sure how to install a tileset, it doesn't seem like it would be too tough, just not sure what to do, I downloaded the new file mentioned in the first post, but what do I do with it.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 18, 2011, 06:33:11 pm
Hey! Welcome to the best roguelike you'll ever play!

Your best bet is to just grab THIS (http://dffd.wimbli.com/file.php?id=2511)!
It's the game and our graphics set all bundled together.
Then you can just jump right in and play!

The graphics set gets updated fairly often, so keep an eye on this thread or that link.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: BradUffner on February 18, 2011, 06:35:06 pm
Actually, I'm bored enough that I think I'm going to give writing a configurator a shot.  I've got some ideas that would allow for mixing things together from several different tilesets.

First version is done.

Thread for the application is  http://www.bay12forums.com/smf/index.php?topic=77724.0
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: fluffhead on February 18, 2011, 07:39:21 pm
Cool, I already had the game downloaded and tried out a small fortress last night and read through a couple walkthroughs.  I don't care about that fortress realy, so I'll just download that.  HOwever, in the future, if I want to update the tileset only I just copy the new data and raw folders into the appropriate DF folders, correct?  And also if I want it to apply to my old saves, I need to copy it into each region that I want updated?  If so, I think I'm starting to get it. :) page bookmarked for future updates. Thanks for all your hard work (fast too since the game was just updated.)
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Aklyon on February 18, 2011, 07:42:47 pm
Yes, and run savegame updater after that just to be sure it works.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Ironhand on February 18, 2011, 08:08:15 pm
If you're dragging stuff into the right folders, the savegame updater isn't necessary at all. I never use it.


So I've done sheep, goats, pigs, rabbits, yaks, water buffalo, reindeer, alpacas, rhinos and rocs.

Whew. That's a lot of critters for one day.

I just need to do cavies and giraffes, and I will give y'all a copy of the new critter raws!
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Thundrim on February 18, 2011, 08:30:45 pm
RHIfreakingNOCEROS (http://i55.tinypic.com/29c77yg.png) .

They are trainable, ladies and gentlemen.

Nice! Love exotic animals! Like the stance!

They end up a bit of scarred over time though. *cough cough*  ;D

---

Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 18, 2011, 09:20:38 pm
Hey guys! The new set is up.

Most of you probably just want the upgrade pack for this one.
The only major difference is the new critters. And they're totally worth it.

I also fixed the ghost dwarves that were showing up, and some other stuff.

Everybody have an awesome weekend!
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Verdian on February 18, 2011, 09:31:50 pm
Any chance of getting corpses for each creature/animal? Just make them black and white, laying on their side or something? I have uppercase V's all over my trading depot from a vulture attack.
Title: Re: Ironhand's Graphics Set (0.50! Come and get it!)
Post by: Thundercraft on February 18, 2011, 09:53:42 pm
just started playing and I want it to look pretty.  How exactly do I get this installed?  I've got 0.31.19, but not sure how to install a tileset, it doesn't seem like it would be too tough, just not sure what to do, I downloaded the new file mentioned in the first post, but what do I do with it.

My two cents:
If you are new to Dwarf Fortress, I'd recommend taking a look at the Lazy Newb Pack v7.0 (http://www.bay12forums.com/smf/index.php?topic=59026.msg1991521#msg1991521). It includes the 0.31.18 version, combined with several graphics sets to choose from (including Ironhand), bundled with a very useful GUI and with several of the most popular/useful utilities pre-installed, including DFhack and Dwarf Therapist. Many fans swear by the usefulness of these utilities and this pack as a great way to get introduced.

It may be tempting to download and use the latest version, especially with all the cool new animals and features. But there are several major bugs being worked on. And there are not many utilities or mods available yet that are fully compatible with 0.31.19.

Just saying...
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 18, 2011, 10:21:44 pm
Any chance of getting corpses for each creature/animal?

We don't have free tiles sitting around because of the TTF issues.
But once we get those back, we could definitely make a few generic dead things.
Then all dead birds would look the same, and all dead humanoids, etc etc. But it would still be better, I think.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Verdian on February 19, 2011, 02:20:07 am
I notice in the notes for your download that it says, "With the following new sprites
(adults, babies, zombie [placeholders], and skeletons for each)"

Could you just have dead objects use the associated skeleton or zombie sprite?
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: OasiS on February 19, 2011, 04:39:36 am
I am relatively new to dwarf fortress, so i downloaded the latest full version of this graphics set, but now i've got a problem.
When I try to embark and prepare for the journey carefully, I can't choose plants, drinks or seeds as starting items.
This problem bugs me quite a lot, so does anyone know a solution?
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Haekel on February 19, 2011, 05:10:07 am
Have you tried this on multiple worlds / with different civilisations?   While it may sound rather odd, it may be the case that your mountain home just doesn't have any soil in their vicinity and no access to an underground cavern for farming.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: OasiS on February 19, 2011, 05:13:07 am
Have you tried this on multiple worlds / with different civilisations?   While it may sound rather odd, it may be the case that your mountain home just doesn't have any soil in their vicinity and no access to an underground cavern for farming.

I have tried this on multiple worlds, not with different civilisations thought. When I embarked without any seeds drinks or plants, I could still just harvest the plants on the surface and use their seeds to farm. Underground there was plenty of soil to farm on.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Haekel on February 19, 2011, 05:29:58 am
Different worlds mean different civilisations, I was referring to the dwarven civs, of which there can be more than one on each world. You can see them on the site finder screen.

Also, by "underground soil" do you mean a cavern? Your world needs a cavern layer to support the dwarven crops. Without an underground cavern next to your mountain home, there will be no dwarven crops to embark with.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: OasiS on February 19, 2011, 05:37:35 am
There is a cavern layer in the worlds I have generated, so I don't think that's the problem.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 19, 2011, 09:00:39 am
I notice in the notes for your download that it says, "With the following new sprites
(adults, babies, zombie [placeholders], and skeletons for each)"

Could you just have dead objects use the associated skeleton or zombie sprite?

No, unfortunately. Dead creatures (and creatures in cages) use the TILE associated with that creature.
It is silly that they don't use graphics, but they don't. So we'd be limited to a couple group tiles for all dead creatures...

I guess that's another big thing we can look forward to if Toady ever implements full graphics support.


I am relatively new to dwarf fortress, so i downloaded the latest full version of this graphics set, but now i've got a problem.
When I try to embark and prepare for the journey carefully, I can't choose plants, drinks or seeds as starting items.
This problem bugs me quite a lot, so does anyone know a solution?

The only thing I can think of is that your mother civilization is crap.
When you are choosing an embark location, you can use TAB to scroll through different information menus.
When you get to the one called "CIVILIZATION", and it has a list of dwarf civs, you can use + and - to choose one.
If you pick one on a wide selection of biomes (usually I just go with the largest civ), it'll provide more trade goods.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Deon on February 19, 2011, 09:03:19 am
A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Valience on February 19, 2011, 09:48:15 am
A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

I like this idea. +1 and all that.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Antsan on February 19, 2011, 09:55:56 am
A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

I like this idea. +1 and all that.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: dennislp3 on February 19, 2011, 03:11:37 pm
A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

I like this idea. +1 and all that.

you would need to make it +2 lol...and I make it +3
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Antsan on February 19, 2011, 03:18:47 pm
Not really, as when he says +1 and I say +1 it is +2 to whatever it was before either way. The way you do it we are at +6 now. ;D
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: ammy55 on February 19, 2011, 04:26:10 pm
i'm having a problem with text showing as tiles heres a picture how do i fix this
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Antsan on February 19, 2011, 05:00:42 pm
This is a problem with how the text is displayed. Originally the tileset is used to display text, ttf-support is new. Some screens still use the tileset, so because tilesets are used to display text and graphics something like this happens.
Short: This is expected behaviour and can only be fixed via replacing some graphics with letters.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 19, 2011, 07:17:00 pm
i'm having a problem with text showing as tiles heres a picture how do i fix this
Spoiler (click to show/hide)

If this is a joke: it was funny the first six hundred times; knock it off.

If it's not: DOWNLOAD THE NEW VERSION.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Slye_Fox on February 19, 2011, 08:05:01 pm
Quick question;

Was it your decision to use the sand tile for water/magma, or was it something you had no choice in?
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 19, 2011, 08:08:57 pm
We have awesome water tiles, but we're not using them right now because of the bad TTF support.

Because of that, the water and magma share a tile with sand and snow. There's nothing we can do about it.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Slye_Fox on February 19, 2011, 08:24:47 pm
I know about your awesome tiles, I've been a user of your graphics for a long time (I can;t even play the game without them).

Can't you use those water tiles that had the numbers on them?
That way you have both water and numbers available.
Title: Re: Ironhand's Graphics Set (now available: the creation of a sprite!)
Post by: pugi on February 20, 2011, 07:24:20 am
You mean this, Slye_fox?
You can copy the 1-7 from there and insert in the current tileset.

Hey, png of ore veins please? :D

Sorry man, been a bit busy, being ill and miserable! :P

Here is the most recent test sheet I have:
(http://i.imgur.com/wYHIJ.png)

This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b

You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 20, 2011, 10:03:23 am
Just remember to switch SHOW FLOW AMOUNTS to YES in your d_init file.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: WormSlayer on February 20, 2011, 03:48:01 pm
A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

Yeah this is basically what I going to do when TTF support came along but obviously thats still a bit transitional and then things got all sidetracked with talk of new file formats and shaders...

+9001 internets to Ironhand for cranking out all these great sprites, but when are you going to finish the Dwarf classes? ;)

Edit: BatLlama! :D
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 20, 2011, 06:31:08 pm
It's on my bucket list.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ultimuh on February 20, 2011, 09:16:13 pm
A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

Yeah this is basically what I going to do when TTF support came along but obviously thats still a bit transitional and then things got all sidetracked with talk of new file formats and shaders...

+9001 internets to Ironhand for cranking out all these great sprites, but when are you going to finish the Dwarf classes? ;)

Edit: BatLlama! :D
Spoiler (click to show/hide)

Please mod in those Llama's with the appropriate graphics, as a small bonus for the graphics set.  ;D
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Sirdrake on February 21, 2011, 11:38:36 am
would this be compatable with older versions(.16)
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 21, 2011, 11:40:11 am
We have no guarantees of backwards compatibility... sorry.

But that doesn't mean you can't try.
It might take a little bit of raw-digging.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Thundercraft on February 21, 2011, 12:56:07 pm
We have no guarantees of backwards compatibility... sorry.

But that doesn't mean you can't try.
It might take a little bit of raw-digging.

That's why I suggested starting a new DFFD download page for the 0.31.19 version. Not all DF users are capable or willing to learn raw-digging. (Some players find that prospect to be very frightening.) At the least, Megaupload, Rapidshare or similar could be used to keep a download for the older version 0.494 around a while longer. For example, the Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=59026.msg1991521#msg1991521) keeps downloads for the two previous version available for those who might prefer it or need it for compatibility.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Aklyon on February 21, 2011, 01:00:58 pm
I agree with that.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 21, 2011, 02:28:44 pm
I see!

So... which version is it that people want?

I have all the old versions on my computer, but I don't know of an easy way to share them...
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: forsaken1111 on February 21, 2011, 02:35:31 pm
I see!

So... which version is it that people want?

I have all the old versions on my computer, but I don't know of an easy way to share them...
Dropbox (http://db.tt/0tpYyzW)? Put them under your public folder and share the links.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 21, 2011, 02:46:02 pm
That would mean that everybody else would have to get a dropbox account, though... wouldn't it?

Or is there some kind of easy, read-only access I can grant?
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: forsaken1111 on February 21, 2011, 02:52:02 pm
That would mean that everybody else would have to get a dropbox account, though... wouldn't it?

Or is there some kind of easy, read-only access I can grant?
As I said, you put the file into your public folder and share the public link here and people can download it. Like this: http://dl.dropbox.com/u/9910241/Report1.PNG

Any file in the public folder can be linked to. You could even host a low-end webpage there by placing the .htm file there and linking to it.

Also: If you want, make a webpage and I'll throw it up on my own domain for people to get the last 2-3 versions of your tileset.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 21, 2011, 03:41:31 pm
Awesome. I will figure this out tonight.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Aklyon on February 21, 2011, 03:54:05 pm
Perhaps one of each of the major tileset changes? That would give plenty of variety.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 21, 2011, 04:38:20 pm
I think people mostly just want old versions for compatibility.

So I think the latest one from each of the last two or three official updates should do the trick.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 21, 2011, 06:06:10 pm
I put some of those old versions up on the dropbox.

0.491 (http://dl.dropbox.com/u/10973218/Ironhand%200.491.rar) and 0.493 (http://dl.dropbox.com/u/10973218/Ironhand%200.493.rar) and 0.494 (http://dl.dropbox.com/u/10973218/Ironhand%200.494.rar)

They're on the OP as well.
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: forsaken1111 on February 21, 2011, 06:14:53 pm
Links work. Isn't dropbox easy? :P
Title: Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
Post by: Ironhand on February 21, 2011, 06:17:58 pm
It's brilliant!
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Thundercraft on February 21, 2011, 08:22:39 pm
Using dropbox may be easy, but I'm fairly certain that your files will eventually be automatically deleted by the site due to "inactivity". (Have you read all the fine print on their "Terms of Service" page?) Another words, those files must be downloaded at least once every few weeks. Nearly all free file hosts that I'm aware of do this - it's an extremely common policy.  Something to keep in mind.

The only free file host I'm aware of that promises not to delete your files for inactivity is host-a.net (http://www.host-a.net/). The only catch is that the total space available for your files is pretty limited. But it works great for small files and there should be plenty of room for numerous copies of Ironhand (minus the full DF package).
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: forsaken1111 on February 21, 2011, 08:26:39 pm
Using dropbox may be easy, but I'm fairly certain that your files will eventually be automatically deleted by the site due to "inactivity". (Have you read all the fine print on their "Terms of Service" page?) Another words, those files must be downloaded at least once every few weeks. Nearly all free file hosts that I'm aware of do this - it's an extremely common policy.  Something to keep in mind.

The only free file host I'm aware of that promises not to delete your files for inactivity is host-a.net (http://www.host-a.net/). The only catch is that the total space available for your files is pretty limited. But it works great for small files and there should be plenty of room for numerous copies of Ironhand (minus the full DF package).
Considering how dropbox works (ie, you have a folder on your computer which is mirrored to dropbox's server) I doubt they will delete anything. The image I linked earlier hasn't been viewed or used for months and is still there. In fact I still have some files in there from September, which is when I first started using dropbox.

Hell my dwarf fortress folder is INSIDE the dropbox folder so my games are mirrored out to my other PC's and I can pick up my fort from my laptop or anywhere else.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: JanusTwoface on February 21, 2011, 08:29:03 pm
Using dropbox may be easy, but I'm fairly certain that your files will eventually be automatically deleted by the site due to "inactivity". (Have you read all the fine print on their "Terms of Service" page?) Another words, those files must be downloaded at least once every few weeks. Nearly all free file hosts that I'm aware of do this - it's an extremely common policy.  Something to keep in mind.
Have you ever actually used Dropbox? It's not actually a file-sharing service such as the link you shared seems to be. First and foremost, it's a system for syncing file between your own computers. It just so happens that any files you choose to make public have a public URL. Wouldn't make sense for Dropbox to delete those files so far as their business model goes.

(Note: If you can link me to where it says anything like that in the Terms of Service, please do. I use Dropbox for a fair few things and I've never seen anything of the sort though.)
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Thundercraft on February 21, 2011, 08:37:39 pm
I suggest always reading the fine print when it comes to either file hosts or website hosting.

Middle of the page, under "Termination": https://www.dropbox.com/terms (https://www.dropbox.com/terms)
Quote
Dropbox reserves the right to terminate Free Accounts at any time, with or without notice. Without limiting the generality of the foregoing, and without further notice, Dropbox may choose to delete and/or reduce: (i) any or all of Your Files if your Free Account is inactive for 90 days; and (ii) previous versions and/or prior backups of Your Files.

Granted, 90 days of grace period before deletion is very generous as far as free file hosts are concerned. In fact, with the exception of the no-deletion policy of host-a.net (http://www.host-a.net/), I've not seen a better policy.

In the past I have actually found dead links to downloads that were hosted on Dropbox. But I do not blame Dropbox. From what I recall, the files in question were some obscure mods for a rather old game, so I would not be surprised if over 90 days had passed since the last download. If blame is deserved, it would be the file hosting industry for setting the standard. After all, the industry just wants to encourage users to pay for file hosting, instead of leaching bandwidth and space for free.

Edit:
A couple years ago I spent a few days with Google searches and reading through pages and pages of fine print on the FREE Web Hosting (http://www.free-webhosts.com) website review site in order to find a free file host that did not delete stuff for inactivity. I was about to give up and conclude that such a site did not exist, until I finally found host-a.net.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: forsaken1111 on February 21, 2011, 08:47:39 pm
Ah, that says if your account is inactive for 90 days. That means you have uninstalled the application or don't boot your computer for 90 days, because it logs in and syncs when you boot the computer.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Aklyon on February 21, 2011, 08:49:48 pm
Unless you set it to not start automatically when Windows boots up.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: JanusTwoface on February 21, 2011, 08:56:34 pm
Thanks for the link. Hadn't seen that.

In the past I have actually found dead links to downloads that were hosted on Dropbox. But I do not blame Dropbox. From what I recall, the files in question were some obscure mods for a rather old game, so I would not be surprised if over 90 days had passed since the last download. If blame is deserved, it would be the file hosting industry for setting the standard. After all, the industry just wants to encourage users to pay for file hosting, instead of leaching bandwidth and space for free.
That would most likely mean that the person that owned that Dropbox account had deleted the files on their local machine and the change automatically propogated to Dropbox. Makes sense, particularly if they were, as you said, old files.

Although, like forsake1111 said, Dropbox's policy deals with inactive accounts. Combined with the fact that I'm sure people will download the old Ironhand files (if out of curiosity if nothing else) at least every 90 days, it shouldn't be an issue in either case.

(For reference, I have files on Dropbox that I haven't touched in almost a year. They're still there.)



Although I think this has gotten a bit off topic. To each their own way of sharing files. :)
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: forsaken1111 on February 21, 2011, 08:58:09 pm
Unless you set it to not start automatically when Windows boots up.
Yes... if you set it not to run then it wouldn't, obviously. Even if that happened, and you went 90 days and they deleted your data... the minute you actually ran it, the app would start uploading all of the stuff still in the mirrored folder again.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Thundercraft on February 21, 2011, 09:00:40 pm
So, it includes an app that runs in the background all the time.

Question 1: Does it leach any of your bandwidth in the background?
There is a method to monitor the usage of your Internet connection to see if that is the case. I know the Skype app runs in the background all the time and it leaches away unused bandwidth and CPU cycles from users in order to carry around the VoIP messages of other users - utilizing a P2P network similar to the way torrents work.

Question 2: How much CPU cycles does the app require and what is the program priority set to?
I ask because having too many background apps running (even merely sitting in your system tray as an icon) while also trying to play Dwarf Fortress can have a measurable impact in reducing your FPS and lead to early FPS death in Fortress Mode.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: forsaken1111 on February 21, 2011, 09:05:10 pm
So, it includes an app that runs in the background all the time.
AFAIK it only runs when it something changes in the mirrored folder, not all the time. At least I don't have it running right now and I never closed it myself. I just dropped a file into the folder though and it popped up, synced, and vanished. Something must run at a low level to monitor the folder I suppose.

Quote
Question 1: Does it leach any of your bandwidth in the background?
There is a method to monitor the usage of your Internet connection to see if that is the case. I know the Skype app runs in the background all the time and it leaches away unused bandwidth and CPU cycles from users in order to carry around the VoIP messages of other users - utilizing a P2P network similar to the way torrents work.
Well of course, it uses your bandwidth to upload/download any files which need to be synced. It isn't a p2p network, it only sends files to their server. I didn't know that about skype though, not that it matters to me so long as it doesn't throttle my own use of the internet.

Quote
Question 2: How much CPU cycles does the app require and what is the program priority set to?
I ask because having too many background apps running (even merely sitting in your system tray as an icon) while also trying to play Dwarf Fortress can have a measurable impact in reducing your FPS and lead to early FPS death in Fortress Mode.
I just tested it by removing a folder from the synced area and then re-adding it. The application popped up but shows as using not even 1% of my cpu, so... I guess not much?
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Ironhand on February 21, 2011, 09:15:13 pm
Thanks guys, we're all set now.

Let's get back on topic.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: castun on February 21, 2011, 10:38:21 pm
I love this set!  The water is a bit dark for my tastes though.  Any easy way to modify that?
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Aklyon on February 21, 2011, 10:40:01 pm
I love this set!  The water is a bit dark for my tastes though.  Any easy way to modify that?
use water tiles from an older version?
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Haspen on February 22, 2011, 04:29:07 am
I love this set!  The water is a bit dark for my tastes though.  Any easy way to modify that?
use water tiles from an older version?

Go to init/colors.txt

There you go.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Igfig on February 22, 2011, 05:51:24 pm
I've been tootling around a bit in Adventure Mode of late, and I noticed a couple of tile inconsistencies.

Tile 34, the double-quote, is the hard-coded symbol for farmland on the adventure map, as well as the glowing eyes of certain creatures.  Right now, though, it's a bunch of woodworking tools (the tile is also used in the carpenter's workshop).  Would you be able to put together a tile that suits all three of its functions?  With a bit of Tile Magic, I bet you could make a pair of short vertical lines into crops, eyes, and tools hanging on a wall.

Tiles 137 (ë) and 154 (Ü) represent military elves and humans, respectively, but appear as ore tiles.  This means that dead human and elven soldiers turn into weird reddish splashes when they die.

Tiles 147 (ô), 148 (ö) and 153 (Ö) represent cauldrons, rings and bracelets, but appear as trees and ore.

Tile 196 (─) looks fine as an axle, but clashes with the other single-line tiles when used as part of a road, river, or border for something.

Tile 239 (∩) represents both hills and slabs, but resembles neither.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: castun on February 22, 2011, 06:19:51 pm
I love this set!  The water is a bit dark for my tastes though.  Any easy way to modify that?
use water tiles from an older version?

Go to init/colors.txt

There you go.

Tried this, by modifying the BLUE & LBLUE colors as per the df.magmawiki, but didn't work.  Not sure where this graphics set pulls the colors for certain tiles, and I'm not all that experienced with manually modding DF.

use water tiles from an older version?

The tile (which is used for both sand & water) is just part of a greyscale image.  So changing this would only alter the appearance, and not the color, AFAIK.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Aklyon on February 22, 2011, 06:22:20 pm
If you changed it in the DF/Raw folder, you need to do savegame updater so it copies the changed raws to the individual world's raws.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: castun on February 22, 2011, 07:16:42 pm
If you changed it in the DF/Raw folder, you need to do savegame updater so it copies the changed raws to the individual world's raws.

That did it.  Tiles are still too dark though, I think I may have to just manually lighten up the water tile itself a bit actually.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: schussel on February 22, 2011, 08:22:23 pm
minor issue here ... i just downloaded the .51 full version .. changed show_flow_ammounts to  yes (was set to no) but ingame now i just get numbers .. no more cool watergraphics as in the versions before

am i doing something wrong?
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: castun on February 22, 2011, 08:34:00 pm
minor issue here ... i just downloaded the .51 full version .. changed show_flow_ammounts to  yes (was set to no) but ingame now i just get numbers .. no more cool watergraphics as in the versions before

am i doing something wrong?

The newest version replaced all the water graphics with numbers.  The game uses 1-7 to specify the water depth, and previously it had water graphics in their place.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: schussel on February 22, 2011, 08:36:25 pm
so swirling currents aint returning here? :/

makes me a sad dorfi

well thanks for the info
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: JanusTwoface on February 22, 2011, 08:41:43 pm
You could modify the sprite sheet yourself. One of the older copies (with the swirly number backgrounds) was posted here (http://www.bay12forums.com/smf/index.php?topic=53180.msg2000752#msg2000752). Swap the numbers out using a graphics program of your choice.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: schussel on February 22, 2011, 08:45:04 pm
sure :) but i am too dumb to figure out myself and let it do other people :)
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: JanusTwoface on February 22, 2011, 08:57:20 pm
sure :) but i am too dumb to figure out myself and let it do other people :)
Sent you a PM.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: schussel on February 22, 2011, 09:05:35 pm
received .. thanks ..

but here my question to the greatest of the great Llamas!!1

Ironhand, why did the water graphic have to go? *in case i overread an earlier explanation i apologize and swear to sacrifice 12 elven to Armokk*
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Vince on February 23, 2011, 04:26:01 am
Because if the numbers are replaced by swirls and you don't use TTFonts, you cant read numbers in text.
And the swirls with numbers in them (posted somewhere earlier) were not that pretty.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Ironhand on February 23, 2011, 09:37:10 am
Fear not! Swirly water will be back.

As soon as TTF support gets fixed, we will be able to fix a lot of silly little issues like that.

Just waiting...
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: schussel on February 23, 2011, 10:35:13 am
Yaaay to the Llama .. and thanks for the detail info :)

gotta wait :) df is almost unplayable anyways for me atm .. (i somehow only get any metals under badlands and deserts and if not .. the game crashes on embark :/ .. but thats another story)

btw i love those critter sprites :)
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Kuromimi505 on February 23, 2011, 07:00:01 pm
Thanks for returning the text characters till TT is fixed Ironhand. Every thing looks great as usual, Good job!
 
Luckily I got a top layer of Limestone with tons Limonite iron ore on my first embark on 31.19, just sicking out of the wall. You can hate me if it helps. (shallow metals, flux stone, deep metals embark)

Very small Ironhand 0.51 graphics bug note:
Rings (craft) look like trees,
eggs look like rings.

The two grass icons that used to be "." and "," really would be better with just a tiny very faint gray . and , in them. It does not affect the grass in any noticeable way and makes the dwarf profiles easier to read.

---

Has anyone considered making a text character art for goblins in cages? I used to make a goblin character art character and set the goblin raw file to that character instead of "g" just so they LOOK like goblins in cages... instead of a cage that alternately flashes "g".

But I admit it was only important to me because I usually have caged goblin fun rooms as a major feature of my fort.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Slye_Fox on February 23, 2011, 07:49:17 pm
I got unlucky with my starting area, It just seems to be sand and obsidian, with some dolomite.
Not found any metals... or even clay yet.

Already got a fort with 93 dwarfs in it.


Also, I find it much better with the numbered water tiles, thanks for that.
Title: Re: Ironhand's Graphics Set (come test my brighter color scheme)
Post by: Ironhand on February 23, 2011, 10:22:02 pm
Hey, guys! I'm starting to work with a significantly brighter color scheme.

Here's a NEW TILE SET (http://dl.dropbox.com/u/10973218/ironhand.png) if you want to test it out. Right click, save as.

The colors.txt is gonna get changed a little bit as well.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Thundrim on February 23, 2011, 11:06:29 pm
What? Change? But... We Dwarves are stubborn traditionalists!

The tileset works fine, had an embark site ready just in case something funny like this should happen. And the brightness of the monitor is still adjustable. Hehe! Thanks. ;D

---
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Fullmoon on February 24, 2011, 01:08:21 am
Ironhand, I'm trying to experiment with tilesets. Nothing that large, just for personal use. A few questions, if I may.
Am I right understanding that background color is black?
AFAIU you use semitransparent background for object tiles like shrubs. Which tile is this background, if any?
I'm not that good with PS. Is there any tricks to simplify work with semitransparent tiles?

Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Arucard on February 24, 2011, 06:56:23 am
I think you want the tile magic (http://www.bay12forums.com/smf/index.php?topic=56775.msg1639960;topicseen#new) thread actually.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Ironhand on February 24, 2011, 09:27:34 am
Hmmm...

The "background", as you call it, doesn't really exist.

I mean, it doesn't like draw a background and then put something on top of it.

Every tile is just ONE tile. So you've gotta choose which background will go behind each tile, and stick with it.

GIMP (http://www.gimp.org/) is similar to Photoshop, and has the same alpha-painting capabilities, I think.

All I can say is... go experiment! That's how I learned all the stuff I know now.
If you have other questions, feel free to PM me.

Good luck!
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Valience on February 24, 2011, 08:57:57 pm
Dear Llama,

I would like to suggest a small addition to the first post. Could you, perhaps, post a couple variations of the tileset? I am mainly referring to adding the version here (http://www.bay12forums.com/smf/index.php?topic=53180.msg2000752#msg2000752) and the new "lightened" version you just posted.

I have yet to try the new lightened version, but I have had no problem fiddling with the color settings. As such, I present a very mildly edited color set from the wiki as what I use. I believe it was the second natural color set that was largely used for everything. IIRC, which I probably don't, I toned down white to be 200's instead of 255's, and I believe I fiddled with the dark colors a bit. I'll probably fiddle with it more when I decide I want to spend a day closing and opening DF time and again xD

I think it works pretty well for everything but the smooth and engraved floors, which I have a hell of a time telling apart no matter what.

Spoiler (click to show/hide)

Might I suggest having your set change the default colors for wounds as well? I know some people are probably in love with how it is by default, but I really find that using light green for fine, yellow for some damage (oh no my lifebar is yellow), brown for minor (like a bruise), and dark blue (Oh baby I got the blues) for a lost part works way better for me. Function loss is up for grabs, I really don't dig magenta... just using it as a placeholder. Maybe cyan, since it's also kind of blue-ish?

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: muty on February 25, 2011, 02:10:41 am
Hey, guys! I'm starting to work with a significantly brighter color scheme.

Here's a NEW TILE SET (http://dl.dropbox.com/u/10973218/ironhand.png) if you want to test it out. Right click, save as.

The colors.txt is gonna get changed a little bit as well.
Thanks, my eyes are very grateful.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Haekel on February 25, 2011, 07:28:42 am
I CAN SEE THE OCEAN! :D

Thanks a bunch, love it ;)
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Moogie on February 25, 2011, 07:42:59 am
Maybe I'm blind, or just too sleepy today, but I can't actually find any screenshots of this tileset in use... anywhere! x)

Would greatly appreciate a link to some examples. :)
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Ironhand on February 25, 2011, 09:35:09 am
I just jumped on the DFMA (http://mkv25.net/dfma/), and this (http://mkv25.net/dfma/map-10129-flagreigns) was the latest upload. It's not the new brightened set, but otherwise it's pretty recent.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Newbunkle on February 26, 2011, 01:38:07 pm
Hi, I just wanted to say this graphic set is outstanding. I haven't been playing long and I've only just begun to experiment with packs. I felt that I should master the ASCII first, heh. Great stuff. :)

Just out of interest, is it possible to make the dwarf personality screen use the narrower font from the other screens? I find the wider fancy characters harder to read. No problem if not.

The only real problem I'm having is that on the unit and job screens, the font colour on the highlighted line is always black. That means I can't read what's highlighted unless I move the bar to another line. :/
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Ironhand on February 26, 2011, 02:28:15 pm
You can fix the black text problem by turning TRUE TYPE FONT to NO in data/dinit.txt.
But that will mean that EVERYTHING is displayed with the chunky font instead of the narrow one.

Right now we can't choose what uses TTF fonts and what doesn't. It's either all on or all off.
And all on doesn't actually mean all on yet. We just have to deal with it for now.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Pan on February 27, 2011, 01:04:00 pm
Hello, Mr Ironhand.

Is the current version that is meant for .19 compatible with .18? Cuz I've been advised to wait for a bug fix before using .19, and I just cannot wait.  :P

And also let me comment on how awesome your dwarf sprites are.  ;)
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Kuromimi505 on February 27, 2011, 06:06:08 pm
Is the current version that is meant for .19 compatible with .18? Cuz I've been advised to wait for a bug fix before using .19, and I just cannot wait.  :P

Go ahead and play 0.19, just make sure to embark on an area that has 2 metal entries and flux stone and be aware that you STILL might be screwed over on metals. Embark accordingly and hope for shallow copper or iron ore. Don't do beekeeping, and do not make extra nest boxes (keep it equal or less than the number of female birds). Don't hit "V" on named creatures with truetype on. Other than that I think you will be fine.

If you find iron, proceed as normal.

If you find copper, order tin as the highest priority from every caravan. Bronze is not totally sucky now. Make some bronze warhammers.

If you find silver, make silver war hammers and silver crafts to trade for ore. Silver warhammers might not penetrate armor, but if they are flying back 50 feet impacting on a tree with two ruptured lungs, does it matter? You might be stuck with leather armor, but many silver hammer blows are one hit kills now. They even do good in studies against adamantine armor.

Silver: [MOLAR_MASS:107868]
Bronze: [MOLAR_MASS:80000]
Steel:   [MOLAR_MASS:55845]

What hammer do you want to get hit with?

Just don't count on finding more than one type of metal in the ground. Order a variety of ornamental metals, because once you find your first metal you probably won't be finding any others. You may also be only finding one type of gemstone. Order others early. Beware of nobles that like gold or the like even more than normal.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Newbunkle on February 28, 2011, 04:49:14 pm
You can fix the black text problem by turning TRUE TYPE FONT to NO in data/dinit.txt.
But that will mean that EVERYTHING is displayed with the chunky font instead of the narrow one.

Right now we can't choose what uses TTF fonts and what doesn't. It's either all on or all off.
And all on doesn't actually mean all on yet. We just have to deal with it for now.

Ah well, I think I'll just leave it as it is. It's still the best pack I've tried, so I'm more than happy with it. Thanks!
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: Igfig on February 28, 2011, 05:22:59 pm
I've been tootling around a bit in Adventure Mode of late, and I noticed a couple of tile inconsistencies.

Tile 34, the double-quote, is the hard-coded symbol for farmland on the adventure map, as well as the glowing eyes of certain creatures.  Right now, though, it's a bunch of woodworking tools (the tile is also used in the carpenter's workshop).  Would you be able to put together a tile that suits all three of its functions?  With a bit of Tile Magic, I bet you could make a pair of short vertical lines into crops, eyes, and tools hanging on a wall.

Tiles 137 (ë) and 154 (Ü) represent military elves and humans, respectively, but appear as ore tiles.  This means that dead human and elven soldiers turn into weird reddish splashes when they die.

Tiles 147 (ô), 148 (ö) and 153 (Ö) represent cauldrons, rings and bracelets, but appear as trees and ore.

Tile 196 (─) looks fine as an axle, but clashes with the other single-line tiles when used as part of a road, river, or border for something.

Tile 239 (∩) represents both hills and slabs, but resembles neither.

Reposting since I think this was missed.

Also, noticed that bogeymen need a change of both tile and graphic.  Right now they're just gems.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: kgb on March 01, 2011, 06:07:34 am
I hope you don't mind that I uploaded a package to the Arch User Repository that takes your update package and the original dwarf fortress one and combines them for arch linux: http://aur.archlinux.org/packages.php?ID=47014
Everything is downloaded from the original locations.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Ironhand on March 01, 2011, 10:13:01 am
That's fine, as long as we get credit.

@Igfig: I didn't miss it.
That is awesome work, and thanks a ton for that list.
If WormSlayer's around, he'll get his hands on it. = P

I really don't have time to worry about it right now, though.
This semester is ridiculous. Ask me again over the summer.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: GeorgeDorn on March 03, 2011, 01:11:59 am
I have just recently started DF, finally got the feel for everything, but it seems when I save and exit DF, (Using Ironhand) nothing is saved when I come back. Cant find my save files and dont know where they're going
I'm not abandoning my fortress, also.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Ironhand on March 03, 2011, 10:38:15 am
They should be in data/save. There should be a folder in there called "region1".
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Aklyon on March 03, 2011, 05:40:37 pm
They should be in data/save. There should be a folder in there called "region1".
or region2, 3, etc.
Title: Re: Ironhand's Graphics Set (older versions now available for compatibility)
Post by: WormSlayer on March 04, 2011, 12:01:50 am
I've been tootling around a bit in Adventure Mode of late, and I noticed a couple of tile inconsistencies.

Tile 34, the double-quote, is the hard-coded symbol for farmland on the adventure map, as well as the glowing eyes of certain creatures.  Right now, though, it's a bunch of woodworking tools (the tile is also used in the carpenter's workshop).  Would you be able to put together a tile that suits all three of its functions?  With a bit of Tile Magic, I bet you could make a pair of short vertical lines into crops, eyes, and tools hanging on a wall.

Tiles 137 (ë) and 154 (Ü) represent military elves and humans, respectively, but appear as ore tiles.  This means that dead human and elven soldiers turn into weird reddish splashes when they die.

Tiles 147 (ô), 148 (ö) and 153 (Ö) represent cauldrons, rings and bracelets, but appear as trees and ore.

Tile 196 (─) looks fine as an axle, but clashes with the other single-line tiles when used as part of a road, river, or border for something.

Tile 239 (∩) represents both hills and slabs, but resembles neither.

Reposting since I think this was missed.

Also, noticed that bogeymen need a change of both tile and graphic.  Right now they're just gems.

I had indeed missed that post! Still a bit preoccupied with real-world stuff, but will look at those tiles!
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Aklyon on March 06, 2011, 10:24:05 am
Can't wait to see what Ironhand (or Wormslayer) makes for the pandas!
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Ironhand on March 06, 2011, 10:34:19 am
That's my job.
I do sprites. WS does tiles.

I'll get on it this afternoon.

No guarantees, though. This week is gonna be crazy for me.
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Lysabild on March 06, 2011, 11:42:51 am
That's my job.
I do sprites. WS does tiles.

I'll get on it this afternoon.

No guarantees, though. This week is gonna be crazy for me.

Even if no new sprites atleast an updated version for the inept?
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: schussel on March 06, 2011, 11:56:09 am
you gotta spoil the llama to do it faster

*arms the machine-salt-and-sugar-cube-launcher*

open up llama!!! :D

*pulls trigger*
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Starlight on March 06, 2011, 01:42:59 pm
New version is out! 31.20
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: schussel on March 06, 2011, 01:47:40 pm
New version is out! 31.20

from ironhand or just df?

in case 1. where to get

in case 2. DOOOH read the posts above first :P
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: Ironhand on March 06, 2011, 02:45:05 pm
Calm down, people.

Give me like 10 minutes, and it'll be up.

@schussel: Salt cubes go in, sprites come out! (http://i54.tinypic.com/2zefb5u.png)
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: schussel on March 06, 2011, 02:48:43 pm
@schussel: Salt cubes go in, sprites come out! (http://i54.tinypic.com/2zefb5u.png)

wow so letme get some automatic belts prepared with massive amounts of empty bottles and aquire morelaunchers  :)

where does it come out exactly? :)

and yay to new version
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: BulMaster on March 06, 2011, 03:04:35 pm
@schussel: Salt cubes go in, sprites come out! (http://i54.tinypic.com/2zefb5u.png)

wow so letme get some automatic belts prepared with massive amounts of empty bottles and aquire morelaunchers  :)

where does it come out exactly? :)

and yay to new version

Here?  :P
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 06, 2011, 03:08:54 pm
Go and get it. (http://dffd.wimbli.com/file.php?id=2511)

And yeah, this forum is the organ through which I excrete pixels. Read that as you wish.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Newbunkle on March 06, 2011, 03:09:05 pm
Downloading now. ;)

Thanks Ironhand!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Halnoth on March 06, 2011, 03:19:42 pm
Why is there no picture of your dwarves on the front page? I wanted to try a new set and I heard this one was good but your dwarves aren't on the OP. I flipped through the first 20 or so pages and I saw some examples as you worked on the set but not the finished product. This wouldnt be a problem but the thread is 200+ and so just for ease do you think you can add a picture of your dwarves to the OP?
Title: Re: Ironhand's Graphics Set (brightening up the color palette)
Post by: schussel on March 06, 2011, 03:28:11 pm
@schussel: Salt cubes go in, sprites come out! (http://i54.tinypic.com/2zefb5u.png)

wow so letme get some automatic belts prepared with massive amounts of empty bottles and aquire morelaunchers  :)

where does it come out exactly? :)

and yay to new version

Here?  :P

i meant the sprite :) the liquid form of sprite .. aw nvm^^
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: dennislp3 on March 06, 2011, 04:08:22 pm
Go and get it. (http://dffd.wimbli.com/file.php?id=2511)

And yeah, this forum is the organ through which I excrete pixels. Read that as you wish.

that's....awkward...
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: gtmattz on March 06, 2011, 04:20:49 pm
/me enthusiastically wallows in Ironhands pixelly spewage. 
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: schussel on March 06, 2011, 04:35:42 pm
great job and nice sprite .. but ironhand .. those sprites just match gigantic pandas .. there are "Panda Woman" creatures that dont get the sprite :)

just sayin
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 06, 2011, 07:25:42 pm
Yeah, I know. There's no Panda-people and Capybara-people yet. I wanted to get it out quick.

Anyway, here's some screens (they're also going on the OP):

(http://i56.tinypic.com/2zez8kh.gif)
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 06, 2011, 07:41:58 pm
And here's some dwarfs:

(http://i51.tinypic.com/286s6pw.png)
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Aklyon on March 06, 2011, 07:49:12 pm
Those are lands beautiful, IH. (the dwarves are dwarfy)
Heres another World Map for the OP as well:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 06, 2011, 07:56:30 pm
Thanks!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: arkhometha on March 06, 2011, 10:45:15 pm
Thanks for this incredible package!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ethicalfive on March 06, 2011, 11:11:51 pm
Yay! Finally some good screenshots to show off your interesting set! Any eta on .21?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Niveras on March 06, 2011, 11:55:49 pm
Would copying the graphics from Ironhand (and modifying the inits appropriately) be enough to update it on our end, or does Ironhand also modify some of the raws (to change their icons, for example)? I don't much mind if a few creatures are missing, particularly rare ones like pandas, mostly I just want the dwarves, stone/ores, and common items.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: arkhometha on March 07, 2011, 12:46:02 am
I think you can download the .21 and the Ironhand update and install it this way, and get it working, since .21 didn't change the raws, I think, just some bug fixing in the hard coded part. At least that's what I'm doing and it's working like a charm.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Thundrim on March 07, 2011, 01:04:29 am
And here's some dwarfs:

(http://i51.tinypic.com/286s6pw.png)

THA FINEST BUNCH O HEALTHY BEARDS IN ALL THA LAND!

Sorry about the outburst, it's been a while since I had a good session in WAR or LOTRO.  ;)

Looks good. Brilliant screenies.

---
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: schussel on March 07, 2011, 06:24:02 am
*loads the salt-cube-gun* Llama .. works calling :)

btw is there a map upload for the fortress in your screens? i kinda like some of the designs :)
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: scionreaver on March 07, 2011, 08:01:18 pm
I think you can download the .21 and the Ironhand update and install it this way, and get it working, since .21 didn't change the raws, I think, just some bug fixing in the hard coded part. At least that's what I'm doing and it's working like a charm.

I just tried this pack today. I imported my saves from a phoebus full install (4 regions and an empty current folder) and for some reason, regions 3 and 4 did not show up. I downloaded the original .21 and copied over the Ironhand update, then imported my saves, and everything is working fine.

Edit: No wait, cinnabar tiles were trees for some reason. But then I copied over the raws and everything was all good.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 07, 2011, 08:32:51 pm
Okay, good. Glad it's worked out.

Also... .21! What the heck?
I just did this like yesterday.

But yeah, the raws are exactly the same.
The only file that's changed is the .exe.

I can upload a new version anyway, I guess.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 07, 2011, 08:54:43 pm
Actually, no I can't. The internet in my dorm is like swimming through magma right now.
I tried uploading the package to DFFD, and it choked on it for about 5 minutes and then gave up.

@schussel: I did manage to get a copy of my current fort onto dropbox, though: HERE (http://dl.dropbox.com/u/10973218/goldenpeaks.zip).
It's definitely not my best fort, and it's not a good fort by any standard, but I don't mind if you check it out.
I've been using those honey-comb dorms for a while now. They're pretty cool and amazingly efficient.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: scionreaver on March 07, 2011, 09:50:59 pm
While I really enjoy this tileset, I just found something that's quite annoying for me. Labor categories that have only some activated labors(i.e. a default migrant with Healthcare - Feed Patients/Prisoners and Recovering Wounded activated) are the exact same shade as labor categories with absolutely no labors whatsoever activated. So when I look go to the labor page it's really hard to tell what dwarves have what labors activated unless the whole category has been enabled.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Rose on March 07, 2011, 10:54:53 pm
Actually, the way the dwarves look has nothing to do with what labors they have enabled. it only goes by highest skill.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Minty on March 07, 2011, 11:00:13 pm
I think scionreaver's referring to the text-colours for assigned labour-categories, rather than the actual graphics/colour of the sprites.

My own reply would go thusly: "Wait, you don't use Dwarf Therapist, scionreaver?"

Seriously. For anything over 7 dwarves, it's almost essential for me. Makes assigning/checking labours and skills a doddle.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: 612DwarfAvenue on March 08, 2011, 02:18:47 am
Pfft. I don't use ANY utilities, 'cause i'm HARDCORE.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Diverso on March 08, 2011, 02:27:37 am
No offence, mate, but that sounds masochistic :/. Any eta on .21 yet?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Amikron on March 08, 2011, 04:25:06 am
While I really enjoy this tileset, I just found something that's quite annoying for me. Labor categories that have only some activated labors(i.e. a default migrant with Healthcare - Feed Patients/Prisoners and Recovering Wounded activated) are the exact same shade as labor categories with absolutely no labors whatsoever activated. So when I look go to the labor page it's really hard to tell what dwarves have what labors activated unless the whole category has been enabled.

Couldn't this be fixed by changing the Grey colors to be a bit different in the color file?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: scionreaver on March 08, 2011, 05:35:11 am
I think scionreaver's referring to the text-colours for assigned labour-categories, rather than the actual graphics/colour of the sprites.

My own reply would go thusly: "Wait, you don't use Dwarf Therapist, scionreaver?"

Seriously. For anything over 7 dwarves, it's almost essential for me. Makes assigning/checking labours and skills a doddle.

Funny you mention that, I actually just started using it because of the aforementioned problem lol. It's awesome except for like when it doesn't recognize a Wax Worker so you can't change his labors around :(
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: schussel on March 08, 2011, 05:52:21 am
the newest version uses waxxies too :)

*suddenly turns and launches a saltcube salvo towards the sleeping Llama* ha!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 08, 2011, 08:42:05 am
Here it is (http://dffd.wimbli.com/file.php?id=2511). It's just the old version with the new info and exe files.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Newbunkle on March 08, 2011, 08:55:30 am
Yes! Your beard must be truly magnificent Ironhand.

Edit: The download is 27mb. Should I be concerned? :P

More Edit: The extra mb is due to a backup of goldenpeaks in the data folder. I guess it's safe to delete that part?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Starlight on March 08, 2011, 09:35:11 am
This is a complaint.. :(
The following things have changed to something worse then what it originally was (my reference Ironhand version: Ironhand 0.491)..


- The selector symbol "X" is offset (not aligned to center of tile).
- Main Menu got ugly background.
- When I browse through dwarves in the "U" -menu, the names turn black (unable to see what it reads since the background is also black).
- The fish looks like meat now.
- In the labor screen/menu, if you have a dwarf with just a few professions in one area such as woodworking (like having Wood Cutting and nothing more), the text is not much different then the text with no professions at all.. This is kind of annoying..
- Traps are hard to see if it's loaded or not (similar color), also traps looks like a up arrow instead of traps icon.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Antonater on March 08, 2011, 11:34:00 am
you do realise that the meat looks like a fish, the first time i played this game i didnt even realise they were meant to be meat.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 08, 2011, 03:47:36 pm
Cool, thanks for the report.

The names turning black is not something I can fix.
That has been mentioned multiple times recently.
You can turn off TTF in data/dinit if you want.

The rest of this stuff I'll have fixed by the next version.
Title: Re: Ironhand's Graphics Set (0.53)
Post by: Ironhand on March 08, 2011, 04:23:46 pm
Alright, I did some bugfixes. Here's Ironhand 0.53 (http://dffd.wimbli.com/file.php?id=2511).

Also, new greens and greys, with the intention of being more distinguishable in menus.

Let me know what you think!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Gorfob on March 08, 2011, 05:40:29 pm
Awesome work. Looks amazing!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Slye_Fox on March 08, 2011, 07:48:23 pm
Does anyone know what actually changed (game wise, not file wise) in the new version?

Just wondering if there's any point in getting the new IH version.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Niveras on March 08, 2011, 10:19:06 pm
Just fixes to some crashes and minor bugs, AFAIK.

I think a specific example is recognition of jugs that are in stockpiles for use in pressing honeycombs and making mead.

Although I still can't seem to cook royal jelly.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: 612DwarfAvenue on March 09, 2011, 12:54:42 am
No offence, mate, but that sounds masochistic :/.

No, i just don't need utilities to manage my forts :).
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Starlight on March 09, 2011, 03:28:03 pm
On the trap icon is a black line on the bottom part of the icon.. The well seems ok, but when I'm building walls, I get a circle icon with a dot at the bottom and the circles on the trading depot is not 100% centered.. Also I would love to have the background of the menu completely black instead having a background graphic with black background on the text.. What do all you other guys think about this?

But hey! This is a great tile-set..  8)

--
But does any of you guys know anything about animals? The wiki claim that animals do not require food, but my animals are dying like mad of starvation.. "Stray Buck Rabbit (Tame) has starved to death.", it's not just rabbits mind you.. And I just captured 4 horses and tamed them.. Really cool!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Amikron on March 09, 2011, 03:37:57 pm
Horses, Cows, etc need pastures now.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: schussel on March 09, 2011, 03:59:59 pm


--
But does any of you guys know anything about animals? The wiki claim that animals do not require food, but my animals are dying like mad of starvation.. "Stray Buck Rabbit (Tame) has starved to death.", it's not just rabbits mind you.. And I just captured 4 horses and tamed them.. Really cool!

check pasture in the wiki .. or check that you read the right entry for the right version^^
Title: Re: Ironhand's Graphics Set (0.53)
Post by: scionreaver on March 10, 2011, 02:31:37 am
Alright, I did some bugfixes. Here's Ironhand 0.53 (http://dffd.wimbli.com/file.php?id=2511).

Also, new greens and greys, with the intention of being more distinguishable in menus.

Let me know what you think!

Haha, I'm surprised how quickly you solved my little labor issue. Even though I'm completely reliant on Dwarf Therapist now, I think it looks great.

Edit: Also, for this guy:
--
But does any of you guys know anything about animals? The wiki claim that animals do not require food, but my animals are dying like mad of starvation.. "Stray Buck Rabbit (Tame) has starved to death.", it's not just rabbits mind you.. And I just captured 4 horses and tamed them.. Really cool!

I used to have the same problem back in .19. I think that I just didn't have enough animal caretakers to feed the animals. However, as soon as I updated to .21, I immediately made a pasture (i --> n) and then Set Pen/Pasture Information (N) and assigned all the big animals (horses, cows, etc.) to it. I don't think a single one has starved since.
Title: Re: Ironhand's Graphics Set (0.53)
Post by: schussel on March 10, 2011, 06:43:05 am
Alright, I did some bugfixes. Here's Ironhand 0.53 (http://dffd.wimbli.com/file.php?id=2511).

Also, new greens and greys, with the intention of being more distinguishable in menus.

Let me know what you think!

Haha, I'm surprised how quickly you solved my little labor issue. Even though I'm completely reliant on Dwarf Therapist now, I think it looks great.

Edit: Also, for this guy:
--
But does any of you guys know anything about animals? The wiki claim that animals do not require food, but my animals are dying like mad of starvation.. "Stray Buck Rabbit (Tame) has starved to death.", it's not just rabbits mind you.. And I just captured 4 horses and tamed them.. Really cool!

I used to have the same problem back in .19. I think that I just didn't have enough animal caretakers to feed the animals. However, as soon as I updated to .21, I immediately made a pasture (i --> n) and then Set Pen/Pasture Information (N) and assigned all the big animals (horses, cows, etc.) to it. I don't think a single one has starved since.

hopefully they didnt trample each othe rto death as they like to do now^^
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Starlight on March 10, 2011, 09:50:51 am
I had many animals assigned to one spot (they did not fight).. The problem is that they eat all the grass, so it's only sand left or clay or what it was.. But do you guys know about Yak cows and bulls? I had an issue where they where first trapped in a cage, then they broke loose from the cage and was trapped in another trap (they also triggered all the stone-fall traps which was terrible as they didn't kill the Yak at all), sometimes the dwarfs hauled the cage to the animal stockpile, but then after a while it broke loose again.. And it was running after my dwarfs.. So I made a small military squad and attacked the sucker.. The problem was however that I didn't have any weapons.. And they where not skilled in wrestling either, so the stupid Yak cow didn't die.. But I was very lucky and got some migrants, and one of them was a hunter with a crossbow.. And he started to shoot bolts on the Yak and it died.. But one of my soldiers lost one leg, and I lost a dwarf because of fey mood or whatever.. And that made one dwarf go on a tantrum spiral.. So I dunno how this will end..!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 10, 2011, 10:36:45 am
I didn't know animals could escape from cages now (they used to be impregnable).

But if you don't tame animals at a kennels, they will remain wild and hostile.
Wild animals will usually avoid you if they can, but if they're cornered they become aggressive.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: flieroflight on March 14, 2011, 11:53:15 am
where do i get the savegame updater? didnt come wih the package i downloaded fro here(didnt it used to?)
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Aklyon on March 14, 2011, 01:32:45 pm
Its still in Phoebus' pack, just grab it out of there for now I guess.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Antonater on March 14, 2011, 02:08:27 pm
wheres that?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Aklyon on March 14, 2011, 02:09:57 pm
http://www.bay12forums.com/smf/index.php?topic=57557.0
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Starlight on March 19, 2011, 10:00:04 am
Still not fixed! I love this pack but it needs to be updated.. Some problems marked in the following image:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: gtmattz on March 19, 2011, 11:31:58 am
The misalignment issues are definitely a problem that Ironhand needs to take care of, however, the black space on the text is a limitation of TTF mode that Ironhand has no control over.  If you do not like it, you can disable TTF mode in init.txt and all text will use the old style text.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: gtmattz on March 19, 2011, 11:55:18 am
This misalignment thing is odd.. If I take the tileset from the previous release that looked great with no misalignments, and replace the tileset that comes with 53, it still offests those items, so the problem is not in the tileset itself.  Something strange is going on here??
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Vince on March 19, 2011, 04:23:02 pm
Notice the crate/"barrel"/%-tile in the stonewall next to the coffin, down in the middle. It's misaligned, too.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: BradUffner on March 20, 2011, 01:25:02 am
While working on the new version of Tile Genie it looks like the entirety of row 6 of the tileset has a transparent line running through it 3px from the top of the tiles.  It looks like the are all offset vertically so that this line is the top of the tile.  It think this is whats causing the white line you guys are seeing below the traps.  Oddly enough, the X in that line looks like it's the only tile in that row aligned correctly.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 20, 2011, 09:19:47 am
Aw, crap! How did that happen?

Good catch, guys. Thanks!

Here's a fixed one for now:

(http://i52.tinypic.com/2d168p5.png)

Sorry about that.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: leungclj on March 24, 2011, 09:40:08 am
31.22  :D
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: dieffenbachj on March 24, 2011, 09:55:45 am
Can't wait :D
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: gtmattz on March 24, 2011, 10:01:28 am
Why am I bumping this, it is already at the top?

Why?

Because we all love Ironhands graphics and cannot conceive of playing without them, thats why!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Nimrod on March 24, 2011, 10:20:10 am
Why?

Because we all love Ironhands graphics and cannot conceive of playing without them, thats why!

Word.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: BulMaster on March 24, 2011, 11:04:41 am
He has to wake up still though  ;D
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: dieffenbachj on March 24, 2011, 11:10:12 am
He has to wake up still though  ;D

No excuse!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Nimrod on March 24, 2011, 12:17:59 pm
He has to wake up still though  ;D

No excuse!

I got 6 Dwarves with missing Legs lying in my hospital. Without this update they will never walk again.
I am SO VERY close to just lock the doors ... you could help them ... you really could. You know you want to.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: leungclj on March 24, 2011, 12:35:02 pm
He has to wake up still though  ;D

No excuse!

I got 6 Dwarves with missing Legs lying in my hospital. Without this update they will never walk again.
I am SO VERY close to just lock the doors ... you could help them ... you really could. You know you want to.

after many months of taking a break from DF, i finally come back because i know my dwarves will finally walk once again, but, I must have the ironhand graphics set or i will cry QQ
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: schussel on March 24, 2011, 01:22:13 pm
*takes out electrostick and starts poking at all others* leave the llama alone, you fiends!!!11

To llama: that be one v22 modded and a personal gratification card please!!!
;D
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Newbunkle on March 24, 2011, 02:09:13 pm
Hmm, if we kidnap Ironhand we can force him to update it as soon as a new version is released... [/pondering]

Oops! Did I type that out loud?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: dieffenbachj on March 24, 2011, 03:09:41 pm
Hmm, if we kidnap Ironhand we can force him to update it as soon as a new version is released... [/pondering]

Oops! Did I type that out loud?

Wouldn't that time, effort, basement and bowls of food be better put to use on Toady, forcing him to finish all of the arcs ASAP? :P

Plus, it's fairly impractical to give him access to a computer with no internet, since how would we get the distributions otherwise? But if he had Internet he could call for help...

*shakes head* This plan is becoming more and more impractical.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Ironhand on March 24, 2011, 07:24:52 pm
Aw, man... new stuff. I really don't have time for it tonight, sorry guys.
This weekend though, definitely. Maybe even tomorrow evening.

I hope you'll all be able to survive until then!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: seanb on March 24, 2011, 07:26:56 pm
that's what you said when .19 came out, and then you surprised us with an update a few hours later.

sneaky sneaky, but i'm on to you!

F5, F5, F5... still nothing, hmmm.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Jeoshua on March 24, 2011, 07:27:13 pm
Salt cubes work better.... but we should deny them until Ironhand has been able to take a nap ;)

Llama McIronhand cancels mod update: Sleeping
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Sfon on March 24, 2011, 08:19:36 pm
There are new bugs involving disappearing stairs/ramps and water hauling, so you might want to hold off updating for a day or two anyway.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Girlinhat on March 24, 2011, 09:57:55 pm
These bugfixes shouldn't change the raws though, so it should be safe to update.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Aklyon on March 24, 2011, 10:23:43 pm
Why does that kobold have panties on its head, Girlinhat?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Girlinhat on March 24, 2011, 10:24:05 pm
Why don't you?
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Aklyon on March 24, 2011, 10:25:43 pm
I have a talkative sprite artist on my avatar's head, if it was zoomed in enough to see (and a different picture than that one)
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Jeoshua on March 24, 2011, 10:31:41 pm
Now I can't tell but I imagine that the avatar says:

"A Kobold Master Thief has stolen !!Buhtflawse, the Adamantine Thong!!"

Then puts it on his head because he's now a Legendary +5 Panty Pirate.  Notice how it drapes over the eye.

YAARR!!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Girlinhat on March 24, 2011, 10:36:12 pm
Also, right click picture, copy image location, open new tab, paste in address bar.  You'll see that apparently, someone playing kobold fortress actually got their kobold to equip panties on their head.  And it made him so proud too!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Jeoshua on March 24, 2011, 10:37:24 pm
I still think the Panty Pirate idea was funnier...
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Girlinhat on March 24, 2011, 10:46:13 pm
No one said that he made them himself.
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Deon on March 25, 2011, 12:54:58 am
Also, right click picture, copy image location, open new tab, paste in address bar.  You'll see that apparently, someone playing kobold fortress actually got their kobold to equip panties on their head.  And it made him so proud too!
No he didn't. He just made a hat called "panties".
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Artanis00 on March 25, 2011, 02:52:56 am
Also, right click picture, copy image location, open new tab, paste in address bar.  You'll see that apparently, someone playing kobold fortress actually got their kobold to equip panties on their head.  And it made him so proud too!
No he didn't. He just made a hat called "panties".

Wait. Wait wait wait wait wait wait.

They aren't hats?

Everything anime has taught me is wrong!
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: leungclj on March 25, 2011, 10:11:58 am
Also, right click picture, copy image location, open new tab, paste in address bar.  You'll see that apparently, someone playing kobold fortress actually got their kobold to equip panties on their head.  And it made him so proud too!
No he didn't. He just made a hat called "panties".

Wait. Wait wait wait wait wait wait.

They aren't hats?

Everything anime has taught me is wrong!

Stocking?

anyone?
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Ironhand on March 25, 2011, 11:32:47 am
Hey guys!

THIS (http://dffd.wimbli.com/file.php?id=2511) should hold you for now.
Sorry it wasn't sooner (and it doesn't have new graphics for the new critters!)
But I really don't have time right now (and maybe not even this weekend) to work on it.

However, over the next week I'm going to spend all my free time catching back up
with the new critters and also some old critters, and doing some other graphical fixing
(like brightening the backgrounds on critter tiles to match the new brighter tile set).

So get ready! In about a week, I will be releasing a major graphical update.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Jeoshua on March 25, 2011, 11:51:21 am
Jesus.  I'm normally a Phoebus-user.  But this new version looks so spiffy, I may very well switch!
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: marcbyrne on March 25, 2011, 11:56:04 am
Thanks for your work. I really enjoy the set and am glad to be able to continue using it with the .22.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Nimrod on March 25, 2011, 11:57:34 am
Hey guys!

THIS (http://dffd.wimbli.com/file.php?id=2511) should hold you for now.
Sorry it wasn't sooner (and it doesn't have new graphics for the new critters!)
But I really don't have time right now (and maybe not even this weekend) to work on it.

However, over the next week I'm going to spend all my free time catching back up
with the new critters and also some old critters, and doing some other graphical fixing
(like brightening the backgrounds on critter tiles to match the new brighter tile set).

So get ready! In about a week, I will be releasing a major graphical update.

I just fell a little in love with you.
Thank you for all your efforts!
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Urist McAddict on March 25, 2011, 12:08:25 pm
Got the idiotic misalignment issue, but copying over the RAW isn't cutting...
I was using phoebus .22 and when i try that i get a Fatal error: "Missing material template : LEATHERY_EGGSHELL_TEMPLATE"
WTF?
How can i solve this?
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: dieffenbachj on March 25, 2011, 12:10:58 pm
Jesus.  I'm normally a Phoebus-user.  But this new version looks so spiffy, I may very well switch!

Yeah, I was a Mayday user until I discovered that Ironhand looks the best and most natural :P
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Urist McAddict on March 25, 2011, 12:25:19 pm
Nevermind, Phoebus is prolly on crack or something, a few different things in the raw made things difficult for a moron like me, but all's fine now.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: schussel on March 25, 2011, 12:26:00 pm
Hey guys!

THIS (http://dffd.wimbli.com/file.php?id=2511) should hold you for now.
Sorry it wasn't sooner (and it doesn't have new graphics for the new critters!)
But I really don't have time right now (and maybe not even this weekend) to work on it.

However, over the next week I'm going to spend all my free time catching back up
with the new critters and also some old critters, and doing some other graphical fixing
(like brightening the backgrounds on critter tiles to match the new brighter tile set).

So get ready! In about a week, I will be releasing a major graphical update.
*sets up sugarsaltcube-launcher and pulls trigger* yay for the bestestest llama ever! Thank you 1000times  8)
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Hammerstar on March 25, 2011, 12:49:37 pm
You are awesome, man, love this stuff.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Ironhand on March 25, 2011, 03:09:42 pm
Hey, don't dis Phoebus. His graphics set is what got me going in the first place.

Plus, he releases versions way faster. Like, bizarrely fast. It's kinda weird, really. = P

Anyway, thanks for all the compliments! They mean the world!
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Aklyon on March 25, 2011, 04:03:18 pm
Hey, don't dis Phoebus. His graphics set is what got me going in the first place.

Plus, he releases versions way faster. Like, bizarrely fast. It's kinda weird, really. = P

Anyway, thanks for all the compliments! They mean the world!
And he has the savegame updater.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Ironhand on March 25, 2011, 06:22:51 pm
Right. I've been meaning to steal a new copy of that. I guess that's something else I can worry about for next weekend.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Urist McAddict on March 26, 2011, 07:56:11 am
LOL
I didn't mean it like an offense or something, but he put some new things in the raw, like the leathery eggshell (WTH?), and you got to admit it, a little warning would reduce this kind of reaction. Kidding!
Anyways, i used to use his after mayday's, they're great, but... You know, t'was before you crazy lhama head broke into here and annihilated any chance for me to get work done with your pretty colors and great GS...
I'm thankful for all of you for crashing down my life =D
I'd kiss you, but i'm not into that kinda thing =P
Title: Re: Ironhand's Graphics Set (new package already! Sheesh)
Post by: Ironhand on March 26, 2011, 08:50:36 am
Packaged with DF 0.31.23.
Still no new sprites.

Get it here! (http://dffd.wimbli.com/file.php?id=2511)
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Deon on March 26, 2011, 08:53:44 am
WHAT? I've JUST checked and it was not released yet? Nuts.

Great work, Ironhand!
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: manboricua on March 26, 2011, 10:01:41 am
Wow! Looks so awesome! Thanks!
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Newbunkle on March 26, 2011, 01:21:35 pm
Ironhand, with these graphic set updates you're really spoiling us.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Blah on March 26, 2011, 05:42:28 pm
I wish this amazing graphic set had diagonal walls.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: gtmattz on March 26, 2011, 06:09:09 pm
I wish this amazing graphic set had diagonal walls.

I have thought this at times as well.
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Ironhand on March 26, 2011, 06:28:01 pm
Hmmm....
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Patchy on March 26, 2011, 06:28:57 pm
I wish this amazing graphic set had diagonal walls.

I have thought this at times as well.

Yah, dunno how many times I've thought this as well. Pretty much the only reason I use Phoebus over Ironhands. I've even pestered Ironhand a few times about making some diagonal walls hehe. 
Title: Re: Ironhand's Graphics Set (coming soonish: graphical TLC)
Post by: Morwaul on March 26, 2011, 06:58:49 pm
I like diagonal wall and corners as well.  I still use Ironhand's as it's just so pretty and I don't care for symbols in walls.  I would love to see some diagonals though.

Ironhand, maybe one of these days when there isn't an update coming out every other day and you get some free time you could make a second version with diagonals.  Just something to let people try out to see whether they like it more than the current method.  I would even be willing to help if you need it.  I have both Fireworks and Photoshop and am fairly competent with them though I have never done a tile set/graphics set of any kind.  I'm sure there is a guide somewhere that will walk me through the more complex parts.  Of course, if you don't like diagonals there is not really any reason to pursue it.  I'll be using your tile set/graphics set regardless.

btw, Thanks for all the work you do on this.  We really appreciate it.
Title: Re: Ironhand's Graphics Set (WALLS!)
Post by: Ironhand on March 26, 2011, 08:18:39 pm
Ironhand is taken by a fey mood!
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Ironhand on March 26, 2011, 09:02:15 pm
Ironhand has completed Sexywalls, the Magical Pixels of Stone.

(http://i56.tinypic.com/6elxeo.png)

That's a tasty little teaser of the goodness that is to come next weekend.

I have decided I want to CLEAN UP this tileset. There is going to be a drastic difference between
ROUGH STONE and SMOOTH STONE. It is going to be AWESOME. Are you excited? I am totally excited.

But wait, there's more!

When I built the new wall template, I also made some diagonal ones.
The problem is that diagonal walls will be skinnier than the straight ones.
But my own preferences aside, I am going to try and get them pretty,
and include diagonal walls in the next package as well.

Get psyched!
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Morwaul on March 26, 2011, 09:12:59 pm
Get psyched!

3, 2, 1, ....  PSYCHED!!  Is it done yet? How about now?  now? Ok, how about a beta? No, not the current release, a beta with all the walls already done...you know...a finished beta?  ?  How about now?




                                                                           ....now?
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: NW_Kohaku on March 26, 2011, 09:14:01 pm
Oh, that does look nice.  I look forward to it, even if it kind of intimidates me out of trying to make my own tilesets :P
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Hammerstar on March 26, 2011, 09:32:23 pm
Even if I had some form of artistic ability, I wouldn't try to compete with this.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Jeoshua on March 26, 2011, 09:44:50 pm
Psyched about the diagonals.  Also, I LOVE the engravings.  They're very impressive.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Ironhand on March 26, 2011, 09:50:17 pm
Alright, here's what diagonal walls look like.
I personally like the square ones better, but these will be included as a separate sheet from now on!

(http://i55.tinypic.com/20a55if.png)
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: dieffenbachj on March 26, 2011, 09:57:39 pm
I'm kind of meh about diagonals, since I'm an uncreative grid-based-room-layout bastard, but if it makes other people happy doesn't bug me none*.

What I want to see is some decent-looking coffins. I want something so smart-looking and unique that I will actually dedicate time and patience in creating an elaborate crypt, rather than simply being like "Oh, dwarves died? Eh... put their coffins in the cistern before we fill it up, then I won't have to look at the giant awkward 0's."

Bins and floodgates for that matter... giant X's look hella ugly. The hatch graphic would make a pretty decent floodgate, in my opinion--and while I haven't examined them too closely, the biscuit/random underground dot graphic could make a good bin.

But hey, I'm not the artist here (well, not for Dwarf Fortress anyway), and Ironhand has impressed me enough to leave it in his capable hands :P

* I apologize for the poor grammar. I will endeavor to speak properly on the Internet from now on.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: dieffenbachj on March 26, 2011, 10:01:20 pm
Alright, here's what diagonal walls look like.
I personally like the square ones better, but these will be included as a separate sheet from now on!

(http://i55.tinypic.com/20a55if.png)

Those look pretty good. I wouldn't mind them being the standard, even if technically they are thinner when put at an angle :P
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Patchy on March 26, 2011, 10:01:43 pm
The diagonals might look better on your old wall style. Might be something to try out and see if ya like them. Anyways thanks for adding them in. ^^
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Jeoshua on March 26, 2011, 10:18:10 pm
Choice is good.  I personally LOVE these walls.  They'll make the spherical stuff I like making look alot more natural.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: NW_Kohaku on March 26, 2011, 10:19:24 pm
(http://i55.tinypic.com/20a55if.png)

Some of those diagonals look pretty odd thanks to sudden shifts in which end is being "lit up".

The southwest-to-northeast direction diagonal wall near the bottom of the circle, for example, is lit from the southern side of the map, while the east-to-west wall to its left is lit from the north end.

It might work out better to pick a direction the light is coming from (like northeast, since that's where the light is on your other walls), and make southwest-to-northeast walls have a nuetral shading on both sides of the wall, and southeast-to-northwest walls have a more highly contrasted shading.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Morwaul on March 26, 2011, 10:20:45 pm
Beautiful!  Now I am even more excited about this!  Ironhand, Thank You.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Jeoshua on March 26, 2011, 10:25:01 pm
That's a good point Kohaku.  Maybe the light should always be comming from one of three directions, depending upon the orientation of the tile:

Code: [Select]
\|
-o


This would adequately simulate the light comming from top left of the screen, which is very standard for any art you'll ever see.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Patchy on March 26, 2011, 10:28:15 pm
I'd also like to request a pic of the walls with them double thick. I will often times build a wall double or even triple thick so I can place a niche in it to hold a statue or something.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Newbunkle on March 27, 2011, 05:22:03 am
Mmm, nice new walls. I think I'd rather stick with square ones than diagonals, but it's nice to see the engravings on them!
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Ironhand on March 27, 2011, 08:19:16 am
I'd also like to request a pic of the walls with them double thick...

(http://i56.tinypic.com/2ihs31z.gif)
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Ironhand on March 27, 2011, 08:33:22 am
Some of those diagonals look pretty odd...

(http://i54.tinypic.com/2yxgnye.png)
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Slugman on March 27, 2011, 08:58:45 am
Ohhh... this is just awesome! A day ago I was still wondering whether there will ever be a new wall tile and now you have already made one AND diagonal walls too (!) which is even more awesome because I tend to build round towers and mine shafts all the time. :O

I think a thanks from my side is long overdue. I greatly appreciate your efforts (and Wormslayers too of course) and to be honest without this tileset I probably wouldn't even be playing dwarf fortress anymore. You guys filled the gap for me when RantingRodent stopped supporting his tile set.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Aklyon on March 27, 2011, 09:00:43 am
Awesome walls!
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Ironhand on March 27, 2011, 11:13:58 am
Here's some more things to look at!

(http://i54.tinypic.com/2ikxxcp.png)

Note all of the following:

- transitions from rough walls to smooth walls!

- pillars! with engravings when applicable!

- perfectly flat smooth floors (outside of room, around stairs)!

- engraved floors (inside room)!



What do you guys think of having flat floors?
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Blah on March 27, 2011, 11:31:41 am

What do you guys think of having flat floors?

These smoothed floors look a bit too bland. The old ones are just fine. I prefer the old engraved floors as well (read: the ones in reply #3639).
Title: Re: Ironhand's Graphics Set (graphics update underway! Come talk about it!)
Post by: Ethicalfive on March 27, 2011, 11:34:15 am
Wow, i got to say those walls are beautiful (as are the floor and transition tiles). I love how the walls appear 3 dimensional from either side, great effect.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Ethicalfive on March 27, 2011, 11:40:19 am

What do you guys think of having flat floors?

These smoothed floors look a bit too bland. The old ones are just fine. I prefer the old engraved floors as well (read: the ones in reply #3639).
The old tiles for smoothed floors look like constructed floors. If I wanted someone to smooth solid stone for me, I'd be pissed if they added in slab/paver like grooves aswell. Actually, does the smoothed tiles affect the constructed floor ones?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 27, 2011, 11:50:29 am
Yeah, they're always going to be the same tile.

Toady just churned out another bugfix.
Here's the package! (http://dffd.wimbli.com/file.php?id=2511)

That's got both types of new wall tiles in there for you guys to try out if you want.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: forsaken1111 on March 27, 2011, 12:01:16 pm

What do you guys think of having flat floors?

These smoothed floors look a bit too bland. The old ones are just fine. I prefer the old engraved floors as well (read: the ones in reply #3639).
The old tiles for smoothed floors look like constructed floors. If I wanted someone to smooth solid stone for me, I'd be pissed if they added in slab/paver like grooves aswell. Actually, does the smoothed tiles affect the constructed floor ones?
With the amount of blood, vomit, pus and ooze in a normal fortress, those grooves might be there for traction! Those floors are probably slippery.
Title: Re: Ironhand's Graphics Set (next weekend: ART!)
Post by: Vince on March 27, 2011, 12:49:02 pm

What do you guys think of having flat floors?
These smoothed floors look a bit too bland.
I second that. The rest is superb!
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Patchy on March 27, 2011, 01:35:59 pm
Very nice and thank you Ironhand. Though I do like the old floors a bit better than the perfectly smooth new ones.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 27, 2011, 01:46:03 pm
What if there were a subtle pattern on it?

(http://i55.tinypic.com/2qwq1ck.png)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Deon on March 27, 2011, 01:54:04 pm
No, the old ones were definitely better. Sometimes stuff is good enough so there's no need to improve it :). Those old floors were definitely something.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Niyazov on March 27, 2011, 01:54:37 pm
The icon for stone/ceramic pots looks a little weird- it looks more like a table than a pot. Is this intentional?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 27, 2011, 01:57:43 pm
Yeah, we didn't get to pick what tile was used for pots when Toady added them.
I think that's the same tile as we're using for Traction Benches.

No, the old ones were definitely better.

You think so, huh?
They look so messy! Don't they?

EDIT: Yeah, I guess they are pretty cool.
I'll leave them alone and do something else for now.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Deon on March 27, 2011, 02:01:02 pm
The coolest thing about them was that they were diagonal. It made the floors to look not like a chessboard, and it was new (all other tilesets look like a chessboard/grid). Also they looked quite "natural", like stones layered one next to another, and it was great too.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Patchy on March 27, 2011, 02:04:24 pm
Yah, the old floors gave the set some extra character and uniqueness. I could see possibly trying to improve the engraved floor appearance, but the old smoothed is very nice.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Niyazov on March 27, 2011, 02:06:27 pm
Yeah, we didn't get to pick what tile was used for pots when Toady added them.
I think that's the same tile as we're using for Traction Benches.

At the risk of sounding picky or demanding, any given fortress will have at most half a dozen traction benches located in only one location (the hospital), but it could easily have hundreds of pots scattered through multiple z-levels. Under these circumstances wouldn't it make more sense for the icon to look like a pot?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 27, 2011, 03:23:04 pm
I agree wholeheartedly.
Especially because it would be totally reasonable for pots to appear in a hospital.
Plus, I don't really like the current traction bench tile anyway.

Hey WormSlayer! Are you around? = P

It would be great if you'd cook us up a big pot of awesome.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: forsaken1111 on March 27, 2011, 05:17:10 pm
The new walls are cool. I do not like the way the pillers look though. Not sure why, they just look... bad.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 27, 2011, 05:22:36 pm
Yeah, I know.

That's an awful tile to get right...

I'll keep messing with it.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Jeoshua on March 27, 2011, 05:26:12 pm
Yeah I like the diagonal floors as well as the "tiled" patterns.

Thing about diagonal tiled floors is, if you are using the diagonal walls, it makes the corridor look all-the-more straight.  If it were possible (either by smoothing or engraving both the floor and wall similarly) to make the floor/wall transition more seamless, I'd be the happiest dwarf ever.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Igfig on March 27, 2011, 05:26:37 pm
I think it's that the pillars are just a single flat colour in the middle.  Maybe if you added the same kind of shading on the inside as you have on the outside?

The rest of it looks awesome.  I agree about keeping the old floors, though.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Niveras on March 27, 2011, 06:05:21 pm
This is quite late in the discussion, but when I first started using this graphic set I found the contrast between walls and floors in certain colors was extremely low. If I was digging into a dark grey it was virtually impossible to see where the rough floors ended and rough walls began. There was a difference, but I'd pretty much have to squint and lean in to see it (my eye level isn't quite straight on with my LCD screen). It wasn't so bad with other colors.

I haven't had an opportunity to try out the pack since .21 (making my feedback pretty useless in retrospect). I just wanted to mention it since you seemed to be working on adjusting the tile set a little rather than simply updating compatibility
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Lysabild on March 27, 2011, 06:50:18 pm
While I agree the smooth floors are way too smoth, I don't think the old ones will fit the new walls honestly, good as it were. I liked the engraved floor, and I also liked the second screenshot a bit though it was as if it still lacked a little bit.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 27, 2011, 07:05:30 pm
I think I've found a happy medium. It's pretty much just the old floor tile, but it's cleaned up and it's lovely.

And the engraving on it is similar to the engravings on the new walls. I think you guys will like it.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 27, 2011, 07:13:09 pm
It looks like this:

(http://i51.tinypic.com/2ngfyg1.png)

That's the darkest and the lightest it'll get.
Note that engraving your hematite veins gives you red engravings!
How cool is that? I guess engravings just use the background color of the material.
White engravings on dark floors look the best, though, I think.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Igfig on March 27, 2011, 07:27:17 pm
Oh yeah, those tiles do look cleaner and smoother than before.   Nice. 

I'm... not sure how I feel about the floor engravings yet.  The pattern is fine in and of itself, and looks great on walls, but I worry that the details might be a bit too fine for floors.  If I look at them from more than a foot or two away, they start to blur.  Could you post a picture of a larger engraved area, maybe, so we can see how it looks on a larger scale?

Also, don't forget about the various material colour tags, like TILE_COLOR and the like.  It's really easy to change the contrast of floors that way, if you need to.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Morwaul on March 27, 2011, 07:35:17 pm
Awesome.  I like the floors.  Lots of texture but better somehow.  Here is what I like and don't like so far.

Diagonal walls - Love Them

Engraved Walls - Love them, really awsome.

Smooth Walls - Not bad but not great.  Wish they had more texture and maybe less slant.  It makes me think I am looking down onto a triangle instead of a wall. (nevermind, the slant is perfect as it makes it look 3d, maybe just more texture somehow.)

Wall ends / Columns - Really don't like them.  They look out of place with the circle thing in the middle.  If you are going to go with the triangle look maybe you could do an wall end that is just an extension of it.   Something like (http://i51.tinypic.com/6yziqf.png) if it is possible.  If wall ends and columns are the same tile it will not work.

Multi tile walls.  I do not know if there is a way around it but I find the little funnels everywhere really distracting.  By Funnels I am talking about these (http://i55.tinypic.com/vcumjc.png) things.

Anyway, Love the changes and glad to see you making them.

-edit-
I played with the line tool in Fireworks some and came up with this (http://i56.tinypic.com/v49fcy.png) as a textured wall.  I could not figure out how to make the bevel square though.  I know you can do it way better than I and was just trying to figure out what might work.  Something slightly textured (since the walls are smooth) to make it look nicer but no where close to as textured as the awesome engraved walls that you made already.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 27, 2011, 09:13:25 pm
Diagonal walls? Yay! I know quite a bit about that.
The first work I've done on DF tilesets was to improve someone else's tile that had diagonal walls with diagonal thickness problems.

You've drawn your diagonal walls using the red techique, you should use the green techique instead to gain 2 easy pixels of thickness:
(http://i.imgur.com/uUPsm.png)

Now, on a wide wall that won't be enough, so I've been thinking for while about using crenelation to thicken diagonal walls, the side benefit is that crenelated wall represent better the true nature of DF's walls: things can't move in that empty diagonal corner even if it looks empty.
So I've drawn mockups of various possible designs.
The first line has no core, the second line has a core that follows the external lines, the bottom line has a core that is straight.
White = Wall, Black = Floor, all of the sections are 5x5, you can outline the empty floor tiles from their black corners in the crenelated walls.
(http://i.imgur.com/jwLZ0.png)
So, I'm looking on everyone's opinion on which wall design they prefer, and why?
Thanks.

Edit: I've added square walls for comparison.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Morwaul on March 27, 2011, 09:28:38 pm
I like the 4 in the square from Row 2, Column 4 to Row 3 Column 5.

Column 1 - I like the diagonal walls better.
Column 2 - Cut outs are to big and the diagonal looks way thicker than the horizontal.
Column 3 - Still looks to thick.
Column 6 - Diagonals look to thin.

Row 1 - To plain.  If it was textured it might be different but....

-edit - 
You changed it on me...corrected.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Morwaul on March 27, 2011, 10:06:13 pm
Ok, so I guess I am having fun with this.  Here is a matching column to go with the wall I made.  I still do not really like it as a column but it looks good as a wall end.

(http://i53.tinypic.com/dcxwki.png)

-edit-

I made some different columns and redid it a bit.  I don't know if these are usable or not (I know they would have to be broken up into tiles) but the goal of this was show Ironhand what I was thinking about a more textured smooth wall. 

(http://i56.tinypic.com/30ms9i0.png)  (http://i56.tinypic.com/2dkn5ox.png)

Anyway, that is enough with the little bitty squares for me.  I will leave this pixel stuff to the pros.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Jeoshua on March 27, 2011, 10:43:01 pm
Phoebus:

I like the crenelated walls, but they'd be better if each section of wall had them.  That way we could visually see where tiles are without it appearing they're all separate pieces.

Replying to Phoebus in an Ironhand thread... weird
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Urist Mcinternetuser on March 27, 2011, 11:07:51 pm
What program do you use to make the sprites? Is it just paint, or do you use something special?
I apologize if this question is asked a lot.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 02:00:25 am
This is my first final design for the crenelated wall.
(http://i.imgur.com/O9Ppn.png)
The light source is designed to be almost NE but a bit more to the north, so that NE-SW diagonals don't have the same color on each side, and it's not exactly NNE so that the N and NE walls don't have exactly the same color either. (Yes, I love pain!)

Also, I finally settled on crenelation width so that the diagonal walls and corridors seem to have about the same width.

I use GIMP, it's free. I also think it has everything that you need to do pixel art, but I'm not good at pixel art so take my opinion with a grain of salt.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Jeoshua on March 28, 2011, 02:05:04 am
That's like... the perfect balance between straight and angled I've ever seen! What does the column end up like tho?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 02:12:13 am
That's like... the perfect balance between straight and angled I've ever seen! What does the column end up like tho?
I've not done the Ts, the + or the column yet. I've not done the engravings either.
I think I'll go with square (original Ironhand) for the Ts and +.
For the column I think I'll try to do a perfect octagon.
For the engravings... ... ... I suck at engravings.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Jeoshua on March 28, 2011, 02:13:00 am
Well I know someone who rocks at engravings... and you're in his thread ;)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 03:18:24 am
(http://i.imgur.com/YAzFC.png)
Still no engravings, and I don't like my first version of the pillar. It won't work well as a wall ender, I'll have to go with a square design.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Jeoshua on March 28, 2011, 03:27:50 am
Aye, make ut studry and Dwarfy!
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 03:41:26 am
(http://i.imgur.com/Dz23s.png)
Square is definitively better.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Vince on March 28, 2011, 03:46:58 am
(http://i.imgur.com/Dz23s.png)
Square is definitively better.
I love this!
About the engraved floor: The detail is a bit too much, like already said.
Maybe if only the jointings get "engraved" (red/white/.... instead of default dark gray)? I know this doesn't make sense, but it could look better and would be more distinguishable.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 04:06:44 am
(http://i.imgur.com/vPHSG.png)
Here's my first attempt at floor engravings.
Only the stone surface is engraved, not the filling inbetween.

Engravings can't remove color, they can only add some.
Putting engravings in the cracks will make the cracks either brighter or of a similar brightness to the stones, and that I think that would be an eyesore. (It's also hard, and I'm tired. :P )
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Newbunkle on March 28, 2011, 06:43:45 am
Diagonals, bah. Walls, like real women, should have curves!  :P

Though when it comes down to it, I'm a pretty square guy.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: MiniMacker on March 28, 2011, 06:56:35 am
Ironhand has completed Sexywalls, the Magical Pixels of Stone.
(http://i56.tinypic.com/6elxeo.png)

The above was the best, I'd have to say. It didn't have soft edges or rounded corners. It was edged, flimsy and rough, just like the beard of a Dwarf.

I don't understand why these Elves are so obsessed with harmless, blunt edges and diagonal walls.

Edit :
It ain't Dwarf enough until you can poke your eyes out from it.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Raging Mouse on March 28, 2011, 06:59:21 am
Here's a suggestion: Since you've got that completely awesome diagonal slab -look going, why not have the engravings follow the shape of the slabs -be diagonal as well? I doubt an engraver would ignore the edges.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: ironhand_fan on March 28, 2011, 07:04:57 am
(http://i.imgur.com/vPHSG.png)
Here's my first attempt at floor engravings.
Only the stone surface is engraved, not the filling inbetween.

Engravings can't remove color, they can only add some.
Putting engravings in the cracks will make the cracks either brighter or of a similar brightness to the stones, and that I think that would be an eyesore. (It's also hard, and I'm tired. :P )

This engraving is just perfect. Ironhand, take notice :)

Have used the set for ages, this is awesome.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Savaril on March 28, 2011, 07:10:50 am
The new walls are neat but they really need some texture. They look like flat polygons and seem out of place.

You think so, huh?
They look so messy! Don't they?

Yeah. The old walls looked messy (but great) too. They are supposed to be. We're dwarves, not elves, damnit.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Newbunkle on March 28, 2011, 07:17:50 am
*cough .31.25 cough*
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Vince on March 28, 2011, 07:19:37 am
(http://i.imgur.com/vPHSG.png)
Nice!
I wonder how this would look without the black outline of the walls.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Newbunkle on March 28, 2011, 07:28:14 am
By the way, I like the new smooth floors, though I wish they'd be a bit brighter. I could barely see them on my monitor because they looked black. It was only when I copied the pic and zoomed in that I could make them out.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: KillHour on March 28, 2011, 07:33:44 am
It's not finished, but I spent a couple drunken hours making my own version of the walls last night.  Still needs a pillar, transition tiles, and engravings.  Also, it looks a bit off, but I don't have time to keep working on it right now.

(http://i.imgur.com/2IUPN.png)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: MaXMC on March 28, 2011, 08:18:02 am
By the way, I like the new smooth floors, though I wish they'd be a bit brighter. I could barely see them on my monitor because they looked black. It was only when I copied the pic and zoomed in that I could make them out.

It's a common problem with Ironhand's graphics. If you have a properly calibrated monitor it will look too dark to use. It's really too bad that we can't have a gamma option in-game, that would make this problem go away.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 08:52:21 am
Holy crap, look at all the stuff I've missed!

Phoebus! Gah! Welcome! I'm humbled.

Also, those walls are beautiful.
But it's not a real tileset, is it?
It won't be possible to make a black outline
without a black dot in the middle of multi-walls.
So I'm gonna try it without the black outlines and see how it looks.

Still, that is five kinds of awesome! Thanks so much for the lesson!
Also, those engravings are uber hot, too. You are the freaking DWARF.

I agree there could be some texture to the walls. I'll get on it tonight.

I gotta run!
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ethicalfive on March 28, 2011, 09:54:32 am
I'm pretty sure those are proper tiles, been playing around with them in GIMP. Heres some of phoebus's tiles super imposed on your ones. The main difference in loosing the black square is by not adding the black to the inside corner of the angled pieces. But at the cost of the coloured bump in corners (as seen in the example below)

(http://img861.imageshack.us/img861/8629/irph.png)

Also, if noone claims the kinked wall style, i think im going to base a tileset around it, if it's cool with you guys.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: forsaken1111 on March 28, 2011, 09:59:14 am
(http://i.imgur.com/vPHSG.png)
Here's my first attempt at floor engravings.
Only the stone surface is engraved, not the filling inbetween.

Engravings can't remove color, they can only add some.
Putting engravings in the cracks will make the cracks either brighter or of a similar brightness to the stones, and that I think that would be an eyesore. (It's also hard, and I'm tired. :P )
Ironhand, please steal this. :D
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 10:18:08 am
On it.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 11:13:19 am
Holy crap, look at all the stuff I've missed!

Phoebus! Gah! Welcome! I'm humbled.

Also, those walls are beautiful.
But it's not a real tileset, is it?
It won't be possible to make a black outline
without a black dot in the middle of multi-walls.
So I'm gonna try it without the black outlines and see how it looks.

Still, that is five kinds of awesome! Thanks so much for the lesson!
Also, those engravings are uber hot, too. You are the freaking DWARF.

I agree there could be some texture to the walls. I'll get on it tonight.

I gotta run!
Yes, it is a tileset, it's just not complete and it's easier to work on while it's placed that way, but it is a 18x18 customizable multi-layered tileset.
There's a Brightness filter (to darken the whole thing), there's a luminosity filter (to control the strength of directional shadows), there's a color ratio filter (to control color & ratio between foreground and background colors), and an engraving filter (to control where the background can shine through.)
I'll convert it to DF's layout and ship it to you.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Saiko Kila on March 28, 2011, 11:49:08 am
Hello. I've noticed that in the new version dense bamboos look like bales of hay, and sparse bamboos look like tree saplings. Is it intended or a bug caused by me copying savefile from older version? Because I'd really love these bamboos to look like it was before.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 12:14:01 pm
It's in GIMP format, and it only includes the crenelated wall layers with only a test engraving. I hope you can use it.
Crenelated Walls Tileset.xcf @ MediaFire (http://www.mediafire.com/?4rf9eakak8klf68)

I've patched up an alt Ironhand tileset just to check up on if it works:
(http://i.imgur.com/S46rk.png)
It works... ;)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: schussel on March 28, 2011, 12:51:32 pm
*looks down on his ironhand-sugarsaltcube-feedinggun* .. what does a phoebus like to eat?  ???

*begins to launch delicious carp sushi at phoebus* good work dude :)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: forsaken1111 on March 28, 2011, 01:27:00 pm
That is gorgeous
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: gtmattz on March 28, 2011, 01:29:58 pm
Wow.

I don't look at this thread for a couple days and I come back to all this!

Looking good, cant wait to see the finished products.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: BulMaster on March 28, 2011, 01:35:51 pm
Since there is nothing major in the new patch, can I simply use the .24 version in .25?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Patchy on March 28, 2011, 02:12:04 pm
Oh wow... thank you Phoebus. These definately look pretty good.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Aklyon on March 28, 2011, 02:52:53 pm
I like Phoebus', but the walls look a bit odd with the crennellations or whatever (the little dents that make it look curvy-ish).
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Newbunkle on March 28, 2011, 03:01:00 pm
Seeing the walls with liquids next to them reminds me why I prefer squares (at least in a game like this). Those gaps between the magma and the walls would get my OCD raging if I had to play with it like that.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 03:24:06 pm
I like Phoebus', but the walls look a bit odd with the crennellations or whatever (the little dents that make it look curvy-ish).
I know of 3 solutions for those corners:
1. Keep them without black dots in those corners and never mind.
2. Add a black dot in those corners making the corners squared, but that will add 2x2 black squares in the middle of 2+ thickness walls.
3. Remove all black borders around walls. (Has not been drawn yet.)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Newbunkle on March 28, 2011, 03:31:03 pm
I think they're sexier without holes.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Aklyon on March 28, 2011, 03:32:30 pm
I think they're sexier without holes.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Sfon on March 28, 2011, 04:21:50 pm
Those gaps between the magma and the walls would get my OCD raging if I had to play with it like that.

I'm even worse. What drives me nuts about diagonal walls is the floor they make on the level above is still square. Before using Ironhand I would mod Phoebus's to have square walls just so that their tops and sides would be the same shape. I could not even deal with it long enough to notice the problem with fluids.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Phoebus on March 28, 2011, 04:31:08 pm
Those gaps between the magma and the walls would get my OCD raging if I had to play with it like that.

I'm even worse. What drives me nuts about diagonal walls is the floor they make on the level above is still square. Before using Ironhand I would mod Phoebus's to have square walls just so that their tops and sides would be the same shape. I could not even deal with it long enough to notice the problem with fluids.
I wasn't aware some players hated diagonal walls that much.  :-\
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Aklyon on March 28, 2011, 04:32:03 pm
Well, I like them.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Lysabild on March 28, 2011, 04:48:50 pm
Those gaps between the magma and the walls would get my OCD raging if I had to play with it like that.

I'm even worse. What drives me nuts about diagonal walls is the floor they make on the level above is still square. Before using Ironhand I would mod Phoebus's to have square walls just so that their tops and sides would be the same shape. I could not even deal with it long enough to notice the problem with fluids.
I wasn't aware some players hated diagonal walls that much.  :-\


My problem is that I hate and love them, it's just that they don't feel consistent because of mentioned visible problems. I want to use the diogonal walls because they look awesomer, but these quirks make me end up with straight walls everytime.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 05:43:33 pm
Hey guys! I'm back for the evening.

Use 0.56 for now. I'm working on making awesome new diagonal walls based on Phoebus'.

There will be new texture, too, which will also go on the square walls.

(http://i54.tinypic.com/2i0gnsx.png)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Jeoshua on March 28, 2011, 05:48:29 pm
I'm super psyched that you guys have worked together.  I love the new look.  Any idea on when we'll be able to download this pack?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Aklyon on March 28, 2011, 05:52:39 pm
I'm super psyched that you guys have worked together.  I love the new look.  Any idea on when we'll be able to download this pack?
or at least the walls portion?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Scaraban on March 28, 2011, 05:54:40 pm
I think they're sexier without holes.
I don't believe this sentence will make near as much sense out of context...
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Morwaul on March 28, 2011, 06:04:52 pm
Scaraban...LOL

Ironhand and Phobeus:  Beautiful.  Thanks for going through all this trouble.  Thanks for working together.  Thanks for the awesomeness you both bring to the game.

Ironhand:  These (http://i54.tinypic.com/2i0gnsx.png) are incredible.  The texture is perfect.  They both look good but I have no clue how you made the one on the left which should earn you a Dwarven Architect Award.  It is perfect.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 06:06:43 pm
All the hard work was done by Phoebus on these babies.

Update: I have now made a square set to match them!

Now for engravings.


I'm super psyched that you guys have worked together.  I love the new look.  Any idea on when we'll be able to download this pack?
or at least the walls portion?

Tonight. Maybe an hour, tops.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: DaJonkel on March 28, 2011, 06:12:14 pm
Oh yeah!! Can't wait!
Soon we'll need actual videocards.

*secret hidden message to check what time the forums have atm*

Edit: Aww was hoping no one had posted for an hour and it was almost time.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Baughn on March 28, 2011, 06:34:19 pm
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 06:36:47 pm
Does that mean it's gonna finally get fixed?

It is good to see you, too, though. = P
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Baughn on March 28, 2011, 06:37:48 pm
Works perfectly now, near as I can tell. :D
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Aklyon on March 28, 2011, 06:40:18 pm
So the black on black highlighted unit in the unit list bug is fixed, baughn?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 06:42:05 pm
Works perfectly now, near as I can tell. :D

(http://i56.tinypic.com/29dfds0.png)

I know that's not your avatar any more, but it still applies.

For those who don't know, this means:
- BRIGHT, SWIRLY WATER IS BACK
- COFFINS
- HILLS and VALLEYS
- WORKSHOP TILES
- and so much more!
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Baughn on March 28, 2011, 06:44:48 pm
I'm going to need a 24x24 font or so. 15" 1080p screens for the win, but...
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Patchy on March 28, 2011, 06:46:12 pm
Spoiler (click to show/hide)

Oh dear.... I'm a sucker for cute. *Saves*
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Baughn on March 28, 2011, 06:46:21 pm
So the black on black highlighted unit in the unit list bug is fixed, baughn?
Sure, now it's grey on grey.

...

I'll get right on that. Nobody ever tells me anything.. *blush*
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Shandra on March 28, 2011, 06:53:25 pm
Ironhand: Sorry, no quote because of size (Edit: your picture where U where embracing... let me guess, Phoebus ;p Oops,  Baughn? - well, doesn't matter that pic was great as a scetch :>)..... but yes... yes, yes, yes.... U' got it! wish I could be that quick at GFX context... Sigh, I miss my old Amiga and DPaint2(and above)!
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 07:00:32 pm
Hey guys, diagonal wall engravings are proving challenging.

I've finished the new straight wall engravings, though. They are even better than before!

Also, I'm still not happy with anything I've done for the floor tiles... I'm getting there, though.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Lysabild on March 28, 2011, 07:04:13 pm
This thread just keeps getting better and better...
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Baughn on March 28, 2011, 07:25:07 pm
So the black on black highlighted unit in the unit list bug is fixed, baughn?
Sure, now it's grey on grey.

...

I'll get right on that. Nobody ever tells me anything.. *blush*
This appears to be a problem with TTF/ToadyUI interaction. Most likely fix is a two-line change on Toady's side, so let's hope for the best.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Newbunkle on March 28, 2011, 07:36:37 pm
I think they're sexier without holes.
I don't believe this sentence will make near as much sense out of context...

I guess I should count myself lucky that nobody's going to quote me then.

BTW, Ironhand, those walls are amazing. Are you and Phoebus teaming up for some kind of superpack?
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Greendogo on March 28, 2011, 07:43:54 pm
Spoiler (click to show/hide)

Ironhand, you are ridiculous if you drew that in four minutes and seventeen seconds.  But of course I already knew that.  Congratulations on all of the recent progress, it is very exciting!!

Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 07:47:31 pm
Ironhand, you are ridiculous if you drew that in four minutes and seventeen seconds.

Nah, I had it sitting around from back when he started working on the tile picking stuff. Notice it's not even his current avatar.

Are you and Phoebus teaming up for some kind of superpack?

I said from the beginning that this was a pack FOR and BY everybody.

That we would use whatever everybody likes, and that anybody can contribute if they want to.

Everybody includes Phoebus.



--


GAH!
I just loaded up some tilesets with my awesome new walls,
and realized that I totally screwed up some of the engraving segments.

BLAAAARG!

I'mma go fix it.
This will be released tonight, though. I promise!
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: dieffenbachj on March 28, 2011, 08:20:49 pm
Hm. I've been having a major crash issue due to TTF in my fort, hopefully that gets fixed soon--looking at Ironhand's with TTF off is kind of lame with the huge text.
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Ironhand on March 28, 2011, 08:26:03 pm
Just got back inside from a dorm fire drill. = P

It seems that the fates are conspiring against this release.

But we are almost there!

I'm downloading the new version now and updating raws.

Then I just need to make the new smooth-rough transitions, and we'll be good to go!
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Lysabild on March 28, 2011, 08:28:19 pm
Just got back inside from a dorm fire drill. = P

It seems that the fates are conspiring against this release.

But we are almost there!

I'm downloading the new version now and updating raws.

Then I just need to make the new smooth-rough transitions, and we'll be good to go!

You are a wonderful smexy Llama!
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ironhand on March 28, 2011, 08:44:25 pm
Boom. (http://dffd.wimbli.com/file.php?id=2511)

When I said they'd include rough-smooth transitions, I lied.
The ones in there are the old ones, so they look bad right now.

I will fix them tomorrow.

Remember, all this stuff is really just pre-releases for Friday.
(That's when you'll get all the new critters and stuff... which aren't done yet)

But yeah, the new walls are in there, for the most part.

If you want to use diagonal ones, either go into data/art and switch the name of "ironhand_diagonal.png" to just "ironhand.png"
OR go into data/init/init.txt and switch all instances of "ironhand.png" to "ironhand_diagonal.png".

Enjoy!


EDIT: Also tomorrow, I'm going to explain a new tile magic technique that I'm using now on the TILE MAGIC thread.
So if you're a pixel art developer, you should totally drop by and check it out. That'll be afternoon or evening sometime.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: LordBadger on March 28, 2011, 09:04:31 pm
I don't post to often, but I had to say nice work to you! I really dig this tile-set and the speed you get it out at. Thanks Llama.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ironhand on March 28, 2011, 09:08:48 pm
Cool.

I'm happy you're happy.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Jeoshua on March 28, 2011, 10:24:18 pm
We're happy you're happy that we're happy.

I'm amazed that basically all of DF that is great is going through this amazing update cycle here.  Truly we live in great times.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Rushmik on March 28, 2011, 10:31:59 pm
Oh oh, new walls? :D
Anyone mind posting a screenshot? I'm at work right now with no access to DF.

<Also posting to follow>
Title: Re: Ironhand's Graphics Set (graphics update underway! Grab a test package!)
Post by: Artanis00 on March 29, 2011, 02:33:49 am
This is looking great. I think I like the crenelated diagonal walls even better than the square ones.

As long as Baughn is floating around, any updates on the tile shaders you were working on? There were those comments about liquids not being flush with diagonal walls and square floors on top of diagonal walls, and I couldn't help but think the tile shaders could solve that.


I just want to point out that Yuno Gasai (http://tvtropes.org/pmwiki/pmwiki.php/Main/MiraiNikki) is an infamous yandere (she's the freaking image for the yandere page (http://tvtropes.org/pmwiki/pmwiki.php/Main/Yandere)) and is fully capable of cold-blooded murder (http://tvtropes.org/pmwiki/pmwiki.php/Main/UNDERSTATEMENT). You really, really shouldn't hug her.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 29, 2011, 03:02:49 am
Yes, hug Recette instead. She's fine with it. ^_^

The shaders, eh..
I'd say half done? I had a prototype working, but it got so completely unmaintainable (and not TTF-compatible) that I pretty much have to rearchitecture the drawing code entirely. This is not a major problem, however, and does not mean you'll have to wait another year. I'll have it out within a month, probably sooner.

I also think I'm going to cut the drawing modes down to just 2D and shader. It's been a while since last time, and basically everything supports shader mode now, including the in-CPU shading units in my new laptop. :P
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Artanis00 on March 29, 2011, 03:28:53 am
Yes, hug Recette instead. She's fine with it. ^_^

The shaders, eh..
I'd say half done? I had a prototype working, but it got so completely unmaintainable (and not TTF-compatible) that I pretty much have to rearchitecture the drawing code entirely. This is not a major problem, however, and does not mean you'll have to wait another year. I'll have it out within a month, probably sooner.

I also think I'm going to cut the drawing modes down to just 2D and shader. It's been a while since last time, and basically everything supports shader mode now, including the in-CPU shading units in my new laptop. :P

I was wondering where you had gotten the new avatar. Recettear, right? That looks like a fun game. I'll have to look into that.

Good to hear they are still being worked on. I'm going to ignore you said anything regarding when it would be ready, though; These kind of things, going with a simple tautology is best I think.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ethicalfive on March 29, 2011, 07:01:28 am
Oh oh, new walls? :D
Anyone mind posting a screenshot? I'm at work right now with no access to DF.

<Also posting to follow>
(http://img.ie/507b6.png)
Hope the image isnt too large..
Edit: Image quality better now (though much bigger file size :/ ) Thanks for the tips Japa!
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: BulMaster on March 29, 2011, 07:23:44 am
Interesting design you got there :) too many stairs for my liking but nice enough. Also there is a diagonal version of the walls which might look a bit better on that screen.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: muty on March 29, 2011, 07:29:51 am
Yes, hug Recette instead. She's fine with it. ^_^

The shaders, eh..
I'd say half done? I had a prototype working, but it got so completely unmaintainable (and not TTF-compatible) that I pretty much have to rearchitecture the drawing code entirely. This is not a major problem, however, and does not mean you'll have to wait another year. I'll have it out within a month, probably sooner.

I also think I'm going to cut the drawing modes down to just 2D and shader. It's been a while since last time, and basically everything supports shader mode now, including the in-CPU shading units in my new laptop. :P

That's some very good news :)
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: HeliumFreak on March 29, 2011, 07:55:04 am
Spoiler (click to show/hide)

Baughn's back :o The Google Man himself
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Rushmik on March 29, 2011, 08:12:28 am
Oh oh, new walls? :D
Anyone mind posting a screenshot? I'm at work right now with no access to DF.

<Also posting to follow>

Spoiler (click to show/hide)

Hope the image isnt too large.. And no matter how I try and save it, the image looses quality.. Argh!

Win. My only gripe with this pack was the straight-edged walls.

Honestly, this pack has changed me from "Holy cow this game's ugly" to "Gosh I love my fat little dwarves."
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ethicalfive on March 29, 2011, 08:25:47 am
Interesting design you got there :) too many stairs for my liking but nice enough. Also there is a diagonal version of the walls which might look a bit better on that screen.

That is the diagnal walls version! :P The floor above is a vast storage area, I find the extra stairs helps them get to/from the stockpiles faster.(though Maybe I should have done 3x1 stairs on the outer edges..)
Quote from: Rushmik
Honestly, this pack has changed me from "Holy cow this game's ugly" to "Gosh I love my fat little dwarves."

I'm loving the new walls and floors too! Great job ironhand & phoebus! Only problem is now im so torn between the two packs :/
Title: Re: Ironhand's Graphics Set (Come get yer Pandas and capybaras!)
Post by: Starlight on March 29, 2011, 08:52:26 am
Notice the crate/"barrel"/%-tile in the stonewall next to the coffin, down in the middle. It's misaligned, too.
That is because I pasted the tomb in the picture from a different Z level using GIMP.. So the % are fine..

I'm exited to see all the great changes to this tileset and diagonal walls and all.. Though I'll stick to square ones I think..

Great work!  ;D
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Rose on March 29, 2011, 09:04:06 am
Hope the image isnt too large.. And no matter how I try and save it, the image looses quality.. Argh!

Step one: save the image as PNG.

Step two: Read my sig.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ethicalfive on March 29, 2011, 10:54:37 am
Hope the image isnt too large.. And no matter how I try and save it, the image looses quality.. Argh!

Step one: save the image as PNG.

Step two: Read my sig.
Cheers Japa, picture updated. It's a little better, though the file size is doubled!

Anyone else want to throw up some pictures of the beautiful tileset updates? I feel naked and alone!

@Baughn or Ironhand: Theres an issue with the TTfonts when you save an embark party where the cursor spacing is wrong, like it'll run 2 or 3 spaces ahead, so looks like you've added spaces.. hmm like:
Spoiler (click to show/hide)
And another one in the trade screen, alot of items prices and weights get offset by bad spacing and the weight symbol is a box. Let me know if you want pictures, could well be a known issue that cant be worked out currently though..
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Durandir on March 29, 2011, 11:00:10 am
Hi, love this tileset! Finally started playing DF again after a long break, and there are so much to re-learn. Used to use MayDay's tileset, but will use this from now on. But I have a problem with it. Special characters like ò and é does not show up.
(http://dl.dropbox.com/u/9583738/Dwarf%20Fortress/missingletters.jpg)
As you can see, they show up as a square, and one name there is totally cut off after the missing letter. Whenever there is something with that dwarf in the announcements, the entire line is gone. Anyone know how I can fix this?
I tried my save both in my "tileset only" folder of DF, and a newly downloaded "full download". Can it be a file I need to fix in my save? I do not know much about tilesets, so all help is appreciated really.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: MasterofYoda on March 29, 2011, 11:26:19 am
I also like this tileset quite a bit - the colors and geometry of it are preferable to others I've found. It does have a couple of downsides, however. First can be seen in Durandir's post above - in some lists, whichever entry you have selected is blanked rather than highlighted. The second is snow - it's black and makes me see penguins waddling through drifts of volcanic ash. Otherwise, this is spot-on.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Deon on March 29, 2011, 11:29:13 am
Hi, love this tileset! Finally started playing DF again after a long break, and there are so much to re-learn. Used to use MayDay's tileset, but will use this from now on. But I have a problem with it. Special characters like ò and é does not show up.
(http://dl.dropbox.com/u/9583738/Dwarf%20Fortress/missingletters.jpg)
As you can see, they show up as a square, and one name there is totally cut off after the missing letter. Whenever there is something with that dwarf in the announcements, the entire line is gone. Anyone know how I can fix this?
I tried my save both in my "tileset only" folder of DF, and a newly downloaded "full download". Can it be a file I need to fix in my save? I do not know much about tilesets, so all help is appreciated really.
Replace all language_*.txt files, it should fix it.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Lemunde on March 29, 2011, 11:49:58 am
Is there a purpose for the tile in row 3, column 1 in the tileset? It's just a black box. It makes certain text have annoying black spaces between them. I edited it out, it looks fine and I'm not noticing any ill effects.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Phoebus on March 29, 2011, 12:54:37 pm
Is there a purpose for the tile in row 3, column 1 in the tileset? It's just a black box. It makes certain text have annoying black spaces between them. I edited it out, it looks fine and I'm not noticing any ill effects.
That would be the space tile. It's used everywhere in the game.
For some reason Ironhand decided to make the tile pure black instead of transparent. That I do not understand why.
I always keep that tile with the same background as letters for the reason you listed.
Your action should not cause any problems.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: schussel on March 29, 2011, 01:05:29 pm
just as we do say in krautland: "Ironhand und Phoebus, IHR SEID GEILE SÄUE!!!"

i even reconfigure the new diagonal version again to just play 30 min :)

yay
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 29, 2011, 01:18:15 pm
Hi, love this tileset! Finally started playing DF again after a long break, and there are so much to re-learn. Used to use MayDay's tileset, but will use this from now on. But I have a problem with it. Special characters like ò and é does not show up.
(http://dl.dropbox.com/u/9583738/Dwarf%20Fortress/missingletters.jpg)
As you can see, they show up as a square, and one name there is totally cut off after the missing letter. Whenever there is something with that dwarf in the announcements, the entire line is gone. Anyone know how I can fix this?
I tried my save both in my "tileset only" folder of DF, and a newly downloaded "full download". Can it be a file I need to fix in my save? I do not know much about tilesets, so all help is appreciated really.
This is a bug in libgraphics, which was fixed in .26
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ironhand on March 29, 2011, 01:23:17 pm
Is there a purpose for the tile in row 3, column 1 in the tileset? It's just a black box. It makes certain text have annoying black spaces between them. I edited it out, it looks fine and I'm not noticing any ill effects.
That would be the space tile. It's used everywhere in the game.
For some reason Ironhand decided to make the tile pure black instead of transparent. That I do not understand why.
I always keep that tile with the same background as letters for the reason you listed.
Your action should not cause any problems.

Oh, right. Yeah, it should just be empty.

Thanks for the catch. It'll be updated for the next version.


Eeeeeeeeee, I can't wait for .26! It's gonna be so awesome.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Phoebus on March 29, 2011, 01:23:51 pm
Hi, love this tileset! Finally started playing DF again after a long break, and there are so much to re-learn. Used to use MayDay's tileset, but will use this from now on. But I have a problem with it. Special characters like ò and é does not show up.
Spoiler (click to show/hide)
As you can see, they show up as a square, and one name there is totally cut off after the missing letter. Whenever there is something with that dwarf in the announcements, the entire line is gone. Anyone know how I can fix this?
I tried my save both in my "tileset only" folder of DF, and a newly downloaded "full download". Can it be a file I need to fix in my save? I do not know much about tilesets, so all help is appreciated really.
This is a bug in libgraphics, which was fixed in .26
Was fixed? .26?
Suddenly, I'm jealous.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Durandir on March 29, 2011, 03:30:30 pm
This is a bug in libgraphics, which was fixed in .26

Ah, I see. Thanks for the info. Waiting for .26 then :D
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 29, 2011, 03:42:58 pm
Actually - ironhand, Toady doesn't seem to feel the truetype support is ready to be on by default.

This doesn't mean it isn't a heck of a lot better than in .25, but there are still occasional glitches, like the unit list. Not much I can do about them from here, unfortunately..

So you'll need to tell people to explicitly turn it on, I guess.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Morwaul on March 29, 2011, 04:03:38 pm
Ironhand

I want to start a new game with your .25 but not if I have to start another new game when you release the new graphics this weekend.  Will I have to gen a new world and start over or be able to just update it and keep going?
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 29, 2011, 04:06:36 pm
Bonus new feature, possibly for .27:

I'll use the space tile as background image for text. Because otherwise the menu just doesn't look that nice at all. Geez.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 29, 2011, 04:07:16 pm
Ironhand

I want to start a new game with your .25 but not if I have to start another new game when you release the new graphics this weekend.  Will I have to gen a new world and start over or be able to just update it and keep going?
You should basically never need to regen for a minor update, certainly not a *graphics* update. Just copy over the savegame, and off you go.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Theodolus on March 29, 2011, 04:21:56 pm
Since I'm a bit confused Baughn... You keep referencing versions that aren't out yet. Does that mean that you've already submitted your visual fixes for the next release and are now starting to work on options for the release after?
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 29, 2011, 05:49:16 pm
Yes.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: AD on March 29, 2011, 06:28:05 pm
Actually - ironhand, Toady doesn't seem to feel the truetype support is ready to be on by default.

This doesn't mean it isn't a heck of a lot better than in .25, but there are still occasional glitches, like the unit list. Not much I can do about them from here, unfortunately..

So you'll need to tell people to explicitly turn it on, I guess.

Can I ask if the cause for the TTF (linux) segfault on the aimed attack menu has been discovered?
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 29, 2011, 07:12:14 pm
I couldn't make it happen. What are the conditions, precisely?
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Saiko Kila on March 30, 2011, 05:24:21 am
Everyone's talking about walls, and I have a question about critters. It seems the updated version (56->57) has assigned many different critters the same tile (249). For example foxsquirrel was 170 in previous version, now it's 249, like in original DF. Now I don't know whether to keep raws from 56, or use the new set.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: AD on March 30, 2011, 06:22:17 am
I couldn't make it happen. What are the conditions, precisely?
Interesting.  Let me get a fresh install of 10.04 to isolate some variables.

...and done.

Ubuntu 10.04
 -VirtualBox guest extensions installed
 -libSDL_image-1.2  installed
 -libSDL_TTF-2.0  installed


DF version .25
 - [TRUETYPE:YES]
 - Launch via command line
 - World gen, default
 - New game, Adventure mode
 - Stats don't matter, just hit enter until you're in-game
 - Walk up to the first person you see
 - "A"
 - select a target (Alt+y as needed)

Poof, segmentation fault.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Vince on March 30, 2011, 06:38:35 am
Oh oh, new walls? :D
Anyone mind posting a screenshot? I'm at work right now with no access to DF.

<Also posting to follow>
(http://img.ie/507b6.png)
Hope the image isnt too large..
Edit: Image quality better now (though much bigger file size :/ ) Thanks for the tips Japa!

Wow, that's gorgeous! Can someone post a screenshot with non-diagonal walls, please? I'd like to see that.
(Yes, I'm one of the few that can't really stand the tiny bits of floor on the "wrong" side of the wall. ;D )
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Baughn on March 30, 2011, 01:50:05 pm
In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Lysabild on March 30, 2011, 01:58:17 pm
In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?
Sounds fine to me :)
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: forsaken1111 on March 30, 2011, 02:02:55 pm
In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?
Sounds fine to me :)
I also demand that F11 cause my computer to dispense cookies.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 30, 2011, 05:05:17 pm
How do you make engravings show up properly?  I tried making them 50% transparent, but they show up when the wall isn't engraved, and don't show up when the wall is.  >:(

Here's what I have so far:

(http://i.imgur.com/CybBy.png)
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Phoebus on March 30, 2011, 05:13:39 pm
How do you make engravings show up properly?  I tried making them 50% transparent, but they show up when the wall isn't engraved, and don't show up when the wall is.  >:(

Here's what I have so far:

(http://i.imgur.com/CybBy.png)
If you don't want to go insane you'll need to use layers.
Put your non-engraved wall layer on top of a black layer, and reduce the opacity of the wall layer slightly (75% is nice.)
Then, to create your engraving, you just need to delete black pixels from the underlying black layer.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: devek on March 30, 2011, 05:22:09 pm
In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?

Oh, and maybe have alt-f4 close dwarf fortress? :)
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ironhand on March 30, 2011, 05:42:28 pm
Phoebus' solution

Oh yeah, I was gonna put up my solution on the tile magic thread yesterday.
But I didn't.

No guarantees even, really. I'm totally booked right now.

But I will eventually.

The method I use doesn't make you darken your wall any, which is nice,
but it's also just plain more work than Phoebus' way.

Anyway, yeah, I have TONS of crap to do right now.
I can't promise the new critters for Friday. But by the end of the weekend, definitely!

I've gotta go catch up on school work.... : (
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: AD on March 30, 2011, 06:52:26 pm
In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?

Quite fine, sir or madam, quite fine indeed.

It menaces with spikes of elegance.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Aklyon on March 30, 2011, 06:55:05 pm
In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?

Quite fine, sir or madam, quite fine indeed.

It menaces with spikes of elegance.
That seems rather good, Baughn. Turn it off for the unit list so they're visible, then turn it back on for everything else.

It menaces with spikes of usefulness.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Ironhand on March 30, 2011, 07:38:44 pm
I still wish he'd just fix TTF. Honestly, I'd rather the game catch up with itself for a month before it goes running off after new goals...

Also, then I would have a chance of catching up, too. = P
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: narhiril on March 30, 2011, 08:06:32 pm
I still wish he'd just fix TTF. Honestly, I'd rather the game catch up with itself for a month before it goes running off after new goals...

Also, then I would have a chance of catching up, too. = P

To be honest, I haven't updated your tileset for ages because I can't live without the old water depth tiles.

The new walls are pretty, but not worth the sea of numbers for me.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 30, 2011, 09:44:45 pm
If you don't want to go insane you'll need to use layers.
Put your non-engraved wall layer on top of a black layer, and reduce the opacity of the wall layer slightly (75% is nice.)
Then, to create your engraving, you just need to delete black pixels from the underlying black layer.

Thanks, this works great.  Only one problem, the Morian clusters in the middle show up as black on black.  Any idea how to fix this?

(http://i.imgur.com/Cymjz.png)
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: gtmattz on March 30, 2011, 09:46:43 pm
I sorely miss the swirly waters, I would love if they came back.  If it is an issue with people, it could even be an alternate choice, kinda like diagonal walls are now.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Phoebus on March 30, 2011, 09:51:51 pm
If you don't want to go insane you'll need to use layers.
Put your non-engraved wall layer on top of a black layer, and reduce the opacity of the wall layer slightly (75% is nice.)
Then, to create your engraving, you just need to delete black pixels from the underlying black layer.

Thanks, this works great.  Only one problem, the Morian clusters in the middle show up as black on black.  Any idea how to fix this?
You'll need to edit the raws to fix that. Find the correct material in the raws and make sure the color isn't 0:?:0 (Black), 7:?:0 is dark grey so that should be a fine replacement.
Nice wall design btw.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 30, 2011, 09:52:46 pm
Why wasn't this a problem with the other walls then?
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Phoebus on March 30, 2011, 09:58:33 pm
Why wasn't this a problem with the other walls then?
It is a problem with the other walls; That is one of the (many) reasons why graphic sets come with modified raws.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 30, 2011, 09:59:42 pm
That's odd, since I'm using the most recent full package from Ironhand.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Phoebus on March 30, 2011, 10:09:21 pm
That's odd, since I'm using the most recent full package from Ironhand.
You've probably never smoothed morion gem walls before while using Ironhand's.

Ironhand's graphic set has Morion foreground color set to Black.
[INORGANIC:MORION]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:2][DISPLAY_COLOR:0:15:0][TILE:163][IS_GEM:morion:STP:OVERWRITE_SOLID]
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 30, 2011, 10:16:11 pm
Yeah, that fixed it.  Odd that nobody found that.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Slye_Fox on March 30, 2011, 10:20:48 pm
I sorely miss the swirly waters, I would love if they came back.  If it is an issue with people, it could even be an alternate choice, kinda like diagonal walls are now.

Just add them in yourself, it's easy to do.
Just use a program that can edit png's with alpha layer (eg; photoshop with the SuperPNG plug-in) and just replace the 1-7 number tiles with the ones you want (go back a few pages).
Also enable the show flow amounts in one of the int files.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Greendogo on March 30, 2011, 11:09:53 pm
Does anyone think it will ever be possible to have multiple graphics for the same tile type, say a wall, that would correspond to each possible set of surrounding tiles?  For instance, you have a wall that is diagonal with that visible jagged edge on the outer side in the unexplored area underground.  It would be nice, then, if the program selected the graphic that had black filling in that side toward the unexplored part.

It would be useful for all sorts of things, like curving the ground rim of a river or softening the change in grass colors.  It would basically allow people like Ironhand and Phoebus to eliminate all the square edges.

I could do a mock-up if anyone is confused about what I mean.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 30, 2011, 11:29:29 pm
Does anyone think it will ever be possible to have multiple graphics for the same tile type, say a wall, that would correspond to each possible set of surrounding tiles?  For instance, you have a wall that is diagonal with that visible jagged edge on the outer side in the unexplored area underground.  It would be nice, then, if the program selected the graphic that had black filling in that side toward the unexplored part.

It would be useful for all sorts of things, like curving the ground rim of a river or softening the change in grass colors.  It would basically allow people like Ironhand and Phoebus to eliminate all the square edges.

I could do a mock-up if anyone is confused about what I mean.

Baughn was talking about doing just this with "shader mode".  Unfortunately, he's been really busy lately and it's a ton of work to do something like that.

Anyways, progress!  I only have the transition tiles left.  Not really happy with the pillar tile, though.  Any suggestions?

(http://i.imgur.com/zI5F2.png)

PS:  I hope Ironhand doesn't mind me hijacking his thread for this.  I'm only doing walls, or I'd make a new thread.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Morwaul on March 30, 2011, 11:54:07 pm
Anyways, progress!  I only have the transition tiles left.  Not really happy with the pillar tile, though.  Any suggestions?

PS:  I hope Ironhand doesn't mind me hijacking his thread for this.  I'm only doing walls, or I'd make a new thread.

Since your hijacking his thread you might as well take a look at his pillar.  I think he hijacked it from Phobeus so if you actually use it you might want to make sure it is ok with them first :)

It was posted back on page 248 but here it is.
(http://i54.tinypic.com/2i0gnsx.png)
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: BradUffner on March 31, 2011, 01:38:16 am
I sorely miss the swirly waters, I would love if they came back.  If it is an issue with people, it could even be an alternate choice, kinda like diagonal walls are now.

Just add them in yourself, it's easy to do.
Just use a program that can edit png's with alpha layer (eg; photoshop with the SuperPNG plug-in) and just replace the 1-7 number tiles with the ones you want (go back a few pages).
Also enable the show flow amounts in one of the int files.

Gotta pimp my TileGenie program here...  It was designed to do exactly this.  Link is in my signature.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Blah on March 31, 2011, 02:21:04 am
Does anyone think it will ever be possible to have multiple graphics for the same tile type, say a wall, that would correspond to each possible set of surrounding tiles?  For instance, you have a wall that is diagonal with that visible jagged edge on the outer side in the unexplored area underground.  It would be nice, then, if the program selected the graphic that had black filling in that side toward the unexplored part.

It would be useful for all sorts of things, like curving the ground rim of a river or softening the change in grass colors.  It would basically allow people like Ironhand and Phoebus to eliminate all the square edges.

I could do a mock-up if anyone is confused about what I mean.

Baughn was talking about doing just this with "shader mode".  Unfortunately, he's been really busy lately and it's a ton of work to do something like that.

Anyways, progress!  I only have the transition tiles left.  Not really happy with the pillar tile, though.  Any suggestions?

(http://i.imgur.com/zI5F2.png)

PS:  I hope Ironhand doesn't mind me hijacking his thread for this.  I'm only doing walls, or I'd make a new thread.

I like how the tiles are clearly distinguishable
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 31, 2011, 08:35:38 am
Yeah, instead of fighting the grid system, I really wanted to show it off as a quasi-feature.  It kind of looks like something someone would draw up for a DnD campaign.  This helps with counting wall segments for symmetrical and planned designs too, since you don't have to hover the cursor over the wall to figure out where one tile ends and another begins.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Lemunde on March 31, 2011, 08:43:39 am

Baughn was talking about doing just this with "shader mode".  Unfortunately, he's been really busy lately and it's a ton of work to do something like that.

Anyways, progress!  I only have the transition tiles left.  Not really happy with the pillar tile, though.  Any suggestions?

(http://i.imgur.com/zI5F2.png)

PS:  I hope Ironhand doesn't mind me hijacking his thread for this.  I'm only doing walls, or I'd make a new thread.

I really like the floors and the engraving design but the pixel gaps in the walls are a bit of an eyesore. I guess it's just a matter of taste but I don't like it.

Just a suggestion for something you might try to help make the pixel gaps blend better with the walls is adding low alpha borders around the wall tiles. It should look something like this:
(http://img.photobucket.com/albums/v662/Lemunde/alternative.png)
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Lord Vetinari on March 31, 2011, 08:57:22 am
Just my guess, but I think that he made them to justify the gaps that you can't avoind in the diagonals.

It's fine to me, I actually never used a tileset with diagonal walls because I hate the zig zag required to have thick diagonals.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: KillHour on March 31, 2011, 09:13:07 am
I really like the floors and the engraving design but the pixel gaps in the walls are a bit of an eyesore. I guess it's just a matter of taste but I don't like it.

Just a suggestion for something you might try to help make the pixel gaps blend better with the walls is adding low alpha borders around the wall tiles. It should look something like this:
(http://img.photobucket.com/albums/v662/Lemunde/alternative.png)

I'm worried about how this might look with the diagonal engravings, but I'll try it out when I get home.  Thanks.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Vince on March 31, 2011, 01:22:22 pm
Anyways, progress!  I only have the transition tiles left.  Not really happy with the pillar tile, though.  Any suggestions?
(http://i.imgur.com/zI5F2.png)

I love the clear and "runed temple walls" and D&D-ish look. Although I dislike those crenelation gaps.
Very nice! And I like the pillar.

Now I wish you could have several floor types in DF, so you can alternate between several styles (yours and Ironhand's) and thus tilesets. :D
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Greendogo on March 31, 2011, 04:00:33 pm
@Baughn
Baughn was talking about doing just this with "shader mode".  Unfortunately, he's been really busy lately and it's a ton of work to do something like that.

Do you still intend to do this Baughn?  It would be like, the best feature ever!
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Aklyon on March 31, 2011, 04:07:15 pm
Anyways, progress!  I only have the transition tiles left.  Not really happy with the pillar tile, though.  Any suggestions?
(http://i.imgur.com/zI5F2.png)

I love the clear and "runed temple walls" and D&D-ish look. Although I dislike those crenelation gaps.
Very nice! And I like the pillar.

Now I wish you could have several floor types in DF, so you can alternate between several styles (yours and Ironhand's) and thus tilesets. :D
Pretty much agree with this guy, I do.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: Lemunde on March 31, 2011, 04:20:18 pm
Here, have a pot.  (http://img.photobucket.com/albums/v662/Lemunde/pot.png) The default entry in the raws sets the graphic as the traction bench but it can be changed.
Title: Re: Ironhand's Graphics Set (New walls! Come get 'em)
Post by: gtmattz on March 31, 2011, 08:03:05 pm
I sorely miss the swirly waters, I would love if they came back.  If it is an issue with people, it could even be an alternate choice, kinda like diagonal walls are now.

Just add them in yourself, it's easy to do.
Just use a program that can edit png's with alpha layer (eg; photoshop with the SuperPNG plug-in) and just replace the 1-7 number tiles with the ones you want (go back a few pages).
Also enable the show flow amounts in one of the int files.

Gotta pimp my TileGenie program here...  It was designed to do exactly this.  Link is in my signature.

Hey, thanks!  I will give this a try.  I had tried modifying the tilesets myself in the past, but I am by no means a graphics guru, far from it in fact, and ran into various annoying problems and gave up.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 01, 2011, 08:25:36 am
Awwww, man! Sorry guys... (http://dffd.wimbli.com/file.php?id=4105)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: forsaken1111 on April 01, 2011, 08:26:48 am
Awwww, man! Sorry guys... (http://dffd.wimbli.com/file.php?id=4105)
:o ...must see what has changed...
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: danaris on April 01, 2011, 09:20:33 am
Awwww, man! Sorry guys... (http://dffd.wimbli.com/file.php?id=4105)
:o ...must see what has changed...

At a guess...

...the month?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ethicalfive on April 01, 2011, 09:50:50 am
Damn Llamas!! Is there any new/hidden content in this version? Took a quick look, but at a glance appears the same..
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: NW_Kohaku on April 01, 2011, 09:59:11 am
Umm... look at the dwarves.png and critters.png

(and the colors are obviously all messed up, just run the game itself...)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Deon on April 01, 2011, 10:04:26 am
Good one, Ironhand, good one.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: schussel on April 01, 2011, 10:50:27 am
well played evil llama^^
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Scaraban on April 01, 2011, 11:04:21 am
I was so confused when I embarked and the walls of my three conjoined rivers were grey mushrooms
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ethicalfive on April 01, 2011, 11:10:54 am
Umm... look at the dwarves.png and critters.png

(and the colors are obviously all messed up, just run the game itself...)

Well I only took a look at the tileset png's, which is what I meant by a glance. No need to be hostile about it! A Simple 'yes, theres modified content' would have been a much nicer reply.

Nice work Ironhand :D
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: NW_Kohaku on April 01, 2011, 11:13:36 am
Umm... look at the dwarves.png and critters.png

(and the colors are obviously all messed up, just run the game itself...)

Well I only took a look at the tileset png's, which is what I meant by a glance. No need to be hostile about it! A Simple 'yes, theres modified content' would have been a much nicer reply.

Nice work Ironhand :D

... Is that sarcasm?  I can't really tell... There was nothing hostile in what I said, in any case.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Scaraban on April 01, 2011, 11:20:13 am
damn you sarcastext!!
*fist shaking*
damn youuuuuuuuuuu!!!!
*more fist shaking*
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Lemunde on April 01, 2011, 11:38:54 am
I know Phoenix probably wasn't quite finished with his modifications but I took the liberty of fixing up the endcaps. I think he was trying to get them to blend into the rock but I don't think that was ever going to look right. So I just put some hard caps on the ends.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Sean Mirrsen on April 01, 2011, 11:44:35 am
Okay, now it just looks like a Super Mario level.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 01, 2011, 12:41:53 pm
Transitions aren't done yet.

I'm gonna do them the same way as I did before,
with them transitioning into the rock.

I think it'll look good enough for you when it's done.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Haspen on April 01, 2011, 12:56:34 pm
Okay, now it just looks like a Super Mario level.

Everyone loves Mario.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Morwaul on April 01, 2011, 01:11:25 pm
LoL, I had to DL it just to see what it looked like.  Very cool Ironhand, and funny.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: LucasUP on April 01, 2011, 03:54:43 pm
Llove it.

For those a little lazy: (I'll remove this if you want me to)
Spoiler (click to show/hide)

Edit:
On a serious note: Ironhand, one thing that annoys me is that I expect the large mushroom graphics to be underground trees (Like phoebus has), but right now there's no way to tell the difference visually from underground bushes and underground mushroom trees, would you ever consider making it so only cut-able fungi look like huge mushrooms?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Hammerstar on April 01, 2011, 04:33:10 pm
So that's what DF looks like on acid.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: DrKillPatient on April 01, 2011, 05:50:58 pm
I've got a mac so the prepacked version doesn't work correctly, how can I install it myself? I somewhat got it, but there are some odd things going on, like periods being replaced with blocks and color distortions (sort of like compression artifacts) in the intro movies.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 01, 2011, 07:32:35 pm
For Mac users, the easiest way is to download the official Toady version, and my upgrade pack, and merge the two.
Replace all the files in Toady's pack with the corresponding ones in the upgrade pack, and it should work like a charm.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Deon on April 01, 2011, 07:49:58 pm
And get your awesome trippin' llamas while you can :D.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Morwaul on April 01, 2011, 09:47:42 pm
Figured I would ask this here since you were able to change the colors for your Mario Fortress remake :)

Not sure if this is possible  but if it is, how can I change the colors in the Relative Elevation Legend?  I find it very difficult to read.  It would be much better if the elevation went from darker to lighter or through different colors or anything other than the dark to light dark to light all shades of blue lunacy.

(http://img.ie/images/8748c.png)(http://img.ie/images/76b22.png) (http://img.ie/)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Greendogo on April 01, 2011, 10:14:43 pm
yeah, that scale is a huge pain in the ass.  I wonder if there's a logical reason it was designed that way?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: devek on April 01, 2011, 10:18:05 pm
I can't remember the word for it, but there is a name for that.

That type of scale is better at showing differences and is common.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: KillHour on April 01, 2011, 10:41:09 pm
Bit the bullet and did the transition tiles.  I'm not 100% with them, but I'm happy enough.  I may get OCD later, but this is pretty much it for now.

As always, feel free to use these any way you like.

(http://i.imgur.com/zb3Pe.png)

(http://i.imgur.com/pFSCw.png)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Svenstaro on April 02, 2011, 06:07:53 am
I'm getting a segfault on 0.57 when I use k to look at a certain tile in front my main entrance. It works on vanilla. I'm on Arch Linux x86_64 and use DF 0.13.25.

Code: [Select]
[svenstaro@smith df_linux-ih]$ dwarffortress-ih
Loading bindings from data/init/interface.txt
New window size: 1440x450
Font size: 18x18
Resizing grid to 80x25
Resizing font to 18x18
Picked font at 15 points for ceiling 18

Resetting textures
New window size: 1272x450
Font size: 18x18
Resizing grid to 80x25
Resizing font to 15x15
Picked font at 13 points for ceiling 15

Resetting textures
Asked for nonexistent texture data
Segmentation fault

Screenshot: http://i.imgur.com/w2wjd.png

The tile in question is a Muddy Dense grama with some Cyclops blood on a small pile of mud.

Do you need my savegame to debug this?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Baughn on April 02, 2011, 06:11:45 am
That's the first time someone ran into that assert, I believe.

I could make the game stop crashing by arbitrarily substituting some other texture, but it's really a problem with the texture pack - namely, missing texture. This way, it's noticable. What do you say?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Svenstaro on April 02, 2011, 06:19:35 am
I think the default behavior for missing textures shouldn't be a segfault but a dummy texture just as you suggested. This would at least not crash the game and possibly ruin some progress (which it thankfully didn't for me but only by chance since I saved). Some annoying pinkish texture perhaps that makes it clear the texture is simply a substitute.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Marble_Nuts on April 02, 2011, 07:45:26 am
Hello guys,

I got a mac and since last update 31.25, it seem I can't get the game merge with a graphical set (mayday or Ironhand). Here is the message I get each time.

Main index file missing/corrupted. The file ''index'' must be in the ''data'' folder. Make sure DF decompressed into it's folder properly.

What is the problem? What files should I copy from ironhand folder to the game folder? Usually it's all but the exe application. Could you modder still put the graphical set not merged to the game on your web site? It make the files cleaner for mac user...
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 02, 2011, 08:07:18 am
If you download the update pack, it will be separated into folders.
There are corresponding folders in your actual game that you downloaded.

Just make sure that you put ALL the files from the update pack into the corresponding places in the vanilla pack.

Although, the index file should be there from the start. Maybe you should check to make sure the game works out of the box first.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Jeoshua on April 02, 2011, 08:15:42 am
I agree with Svenstaro.  Given DF's normal type of error handling (keep going until it breaks HARD), it should probably throw up a "?!" tile or something, and drop a description of the error into errorlog.txt.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Marble_Nuts on April 02, 2011, 08:22:31 am
It does work out of the box, but I will give it another try
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Marble_Nuts on April 02, 2011, 08:36:39 am
Ok I found the problem... My Zip utility destroyed/replaced directories when it unpacked the graphic pack files.

In that case (or similar case) the 'data' file should NOT be entirely copied. It's missing a lot of thing (including index), just it's content have to be replaced in the main 'data' file of original game.

And it works XD
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Morwaul on April 02, 2011, 09:00:05 am
I can't remember the word for it, but there is a name for that.

That type of scale is better at showing differences and is common.

Yes, maybe, but for me I just hate it.  If they had made each of the 4 dark to light sections a different color sure.  Anyway, is it possible to change this or is that something only Toady can do?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Phoebus on April 02, 2011, 09:03:55 am
I can't remember the word for it, but there is a name for that.

That type of scale is better at showing differences and is common.

Yes, maybe, but for me I just hate it.  If they had made each of the 4 dark to light sections a different color sure.  Anyway, is it possible to change this or is that something only Toady can do?
It's hardcoded. (Just Toady)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Baughn on April 02, 2011, 09:25:15 am
An 8x8 magenta tile, then. That should do.  8)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Greendogo on April 02, 2011, 10:00:40 am
Well that scale thing is really annoying.  It would be even better if it was numbered and scaled grey for mountainous areas down to green near their valleys/bases and then tan/sand color down near coasts and underwater.  All with different shades of each.

This made me think that the tops of mountains beyond a certain elevation should be separate alpine biomes.  That's always bothered me.  Also, those elevations do have certain kinds of wildlife and plant life, which makes the in-game mountaintops look very empty to me.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 02, 2011, 10:40:56 am
Yeah, I'm not sure why that one doesn't use numbers like the cliffs page. I feel like that would be easier to understand.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: LucasUP on April 02, 2011, 03:29:29 pm
On a serious note: Ironhand, one thing that annoys me is that I expect the large mushroom graphics to be underground trees (Like phoebus has), but right now there's no way to tell the difference visually from underground bushes and underground mushroom trees, would you ever consider making it so only cut-able fungi look like huge mushrooms?
(http://i.imgur.com/BXc5m.gif)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 02, 2011, 05:43:35 pm
The only other ones are plump helmets.
What would you rather plump helmets look like?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: forsaken1111 on April 02, 2011, 08:18:47 pm
The only other ones are plump helmets.
What would you rather plump helmets look like?
I think the point is that non-tree plants shouldn't look as large as tree plants to differentiate easily which you can cut down for lumber. I've had this problem too though I usually just area-designate to catch em all.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: NW_Kohaku on April 02, 2011, 09:02:57 pm
You could potentially sacrifice one of the other tree tiles in the tileset to give yourself another tile to work with.  You already are using multiple different tiles for cave "trees", anyway.

Having certain tiles always mean "tree", and just having them different colors, while other tiles always mean "shrub" or the like make it much easier to find those items.  You could move towards having a tile where the "trunk" of the wood mushroom is very visible, while edible mushrooms are a different tile where the object is smaller in general, and the cap of the mushroom is more visible. 
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Aramco on April 02, 2011, 10:42:41 pm
I've been using this for a while now, and I only have two complaints.

One- When you scroll over a creature in the units screen, it turns black and you can't see it. The text does the same in some other places, but I don't remember the specific locations.

Two- I find that smooth and rough walls look too similar. I would prefer to be able to tell them apart more easily.

One more thing-- how do I undo the April-fools joke thing? I had a good laugh, but I would like to play normally. Y'know, without any risk of blindness from looking at the wall of colors.

Title: Re: Ironhand's Graphics Set (OOPS)
Post by: LucasUP on April 03, 2011, 12:03:38 am
The only other ones are plump helmets.
What would you rather plump helmets look like?
Yeah, I like the tiles you have. Maybe if plump helmets/bushes either used a smaller mushroom graphic, or was otherwise easier to differentiate. I love the tile you are using for the plump helmets, but maybe use it for something else for some variety of cutable fungi instead?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: forsaken1111 on April 03, 2011, 12:42:51 am
You could potentially sacrifice one of the other tree tiles in the tileset to give yourself another tile to work with.  You already are using multiple different tiles for cave "trees", anyway.

Having certain tiles always mean "tree", and just having them different colors, while other tiles always mean "shrub" or the like make it much easier to find those items.  You could move towards having a tile where the "trunk" of the wood mushroom is very visible, while edible mushrooms are a different tile where the object is smaller in general, and the cap of the mushroom is more visible.
Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big one
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ethicalfive on April 03, 2011, 05:12:36 am
You could potentially sacrifice one of the other tree tiles in the tileset to give yourself another tile to work with.  You already are using multiple different tiles for cave "trees", anyway.

Having certain tiles always mean "tree", and just having them different colors, while other tiles always mean "shrub" or the like make it much easier to find those items.  You could move towards having a tile where the "trunk" of the wood mushroom is very visible, while edible mushrooms are a different tile where the object is smaller in general, and the cap of the mushroom is more visible.
Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big one
Thats what I was thinking. Dont mind if plump helms looked like a group, I think it could look pretty neat as a cluster(and real edible mushrooms tend to grow in clusters rather than as loners)

Edit: mockup
(http://img.ie/a533c.png)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 03, 2011, 08:59:03 am
Cool, thanks for the suggestions, guys!

"When you scroll over a creature in the units screen, it turns black and you can't see it."

THIS HAS BEEN A PROBLEM FOREVER, and it's STILL not something I can fix. If you don't like it, turn off TTF in the init file.

"I find that smooth and rough walls look too similar. I would prefer to be able to tell them apart more easily."

Really? Like, even with the new update? I'm pretty sure they look nothing alike now... unless I'm misunderstanding you.

"How do I undo the April-fools joke thing?"

The real graphics set is still where it always has been (http://dffd.wimbli.com/file.php?id=2511). By the way (and this is for everybody), that link will never change. That URL will always lead to the latest version of Ironhand and Wormslayer's graphics. Just FYI.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Greendogo on April 03, 2011, 10:51:26 am
Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big one
Thats what I was thinking. Dont mind if plump helms looked like a group, I think it could look pretty neat as a cluster(and real edible mushrooms tend to grow in clusters rather than as loners)

Edit: mockup
(http://img.ie/a533c.png)
That might look pretty cool with farms.  Do you think you could try something like this Ironhand?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Aramco on April 03, 2011, 02:52:04 pm

"I find that smooth and rough walls look too similar. I would prefer to be able to tell them apart more easily."

Really? Like, even with the new update? I'm pretty sure they look nothing alike now... unless I'm misunderstanding you.

Oh, you're right. I guess I missed the newest update.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: melpomenee on April 03, 2011, 04:29:46 pm
Hitting K while underground persistently causes crashes while using this graphics set.  Likewise, trying to build things like kitchens and walls also causes a crash.  I found briefly that I could view stuff underground if I shrank the window substantially but even that wasn't a consistent fix.

For reference:  proc=Core i7 Q720, RAM=6 gigs, video=ATi Mobility Radeon HD 4830, resolution=1920x1080
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Valience on April 03, 2011, 07:20:25 pm
Hitting K while underground persistently causes crashes while using this graphics set.  Likewise, trying to build things like kitchens and walls also causes a crash.  I found briefly that I could view stuff underground if I shrank the window substantially but even that wasn't a consistent fix.

For reference:  proc=Core i7 Q720, RAM=6 gigs, video=ATi Mobility Radeon HD 4830, resolution=1920x1080
OS would be useful too. I think there's a crash with k under linux currently. Try looking back a couple pages, I think Baughn and someone else were briefly touching on it.

In other news:

Now that you've fixed my two biggest complaints about the set (ugly walls and impossible to tell apart unless my eyes are touching the screen smooth/engraved floors) I feel like I could offer my bromance to you.

I do like the idea of harvestables being groups while trees are singular. It makes more sense to me as well since nearly all farmable/gatherable items can grow in stacks of many while trees will always give one lumber.

In other news, I tried using paint.net to hax that pot graphic someone made into the current tileset, but i seem to have lost all the alpha channel information when i saved it. Any suggestions? I do just save it as a 24bit png right? If nothing else, maybe add that pot for the next release and if possible edit tables and traction benched to use the same graphic (personally i like the traction graphic)? :D?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Rushmik on April 03, 2011, 07:35:23 pm
Hitting K while underground persistently causes crashes while using this graphics set.  Likewise, trying to build things like kitchens and walls also causes a crash.  I found briefly that I could view stuff underground if I shrank the window substantially but even that wasn't a consistent fix.

For reference:  proc=Core i7 Q720, RAM=6 gigs, video=ATi Mobility Radeon HD 4830, resolution=1920x1080

I ran into this consistently a while back, but fixed it completely by turning off true-type fonts (in the init file).
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: melpomenee on April 03, 2011, 09:53:41 pm
Hitting K while underground persistently causes crashes while using this graphics set.  Likewise, trying to build things like kitchens and walls also causes a crash.  I found briefly that I could view stuff underground if I shrank the window substantially but even that wasn't a consistent fix.

For reference:  proc=Core i7 Q720, RAM=6 gigs, video=ATi Mobility Radeon HD 4830, resolution=1920x1080
OS would be useful too. I think there's a crash with k under linux currently. Try looking back a couple pages, I think Baughn and someone else were briefly touching on it.

In other news:

Now that you've fixed my two biggest complaints about the set (ugly walls and impossible to tell apart unless my eyes are touching the screen smooth/engraved floors) I feel like I could offer my bromance to you.

I do like the idea of harvestables being groups while trees are singular. It makes more sense to me as well since nearly all farmable/gatherable items can grow in stacks of many while trees will always give one lumber.

In other news, I tried using paint.net to hax that pot graphic someone made into the current tileset, but i seem to have lost all the alpha channel information when i saved it. Any suggestions? I do just save it as a 24bit png right? If nothing else, maybe add that pot for the next release and if possible edit tables and traction benched to use the same graphic (personally i like the traction graphic)? :D?

OS=Windows 7 x64

The problem does seem to be true type font issue because Mayday and Phoebus work just fine.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: dieffenbachj on April 04, 2011, 02:52:13 am
Yeah my best fortress in a while got killed by a k-related TTF bug making me crash any time I looked pretty much anywhere, so I'm waiting patiently for that to get fixed. Only real fix was turning off TTF...
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Baughn on April 04, 2011, 03:14:45 am
Hum. I'll take a look.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Jeoshua on April 04, 2011, 03:19:18 am
I've found that removing the special accent characters from the language raws helps keep down TTF related crashes, if it helps narrow down the issue.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 04, 2011, 09:37:04 am
Yeah, the mushroom cluster idea is awesome. I'll totally take a look at that when I get a chance.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Baughn on April 04, 2011, 09:55:54 am
I've found that removing the special accent characters from the language raws helps keep down TTF related crashes, if it helps narrow down the issue.
Oh! Of course, I should have realized.

Yeah, there's a sign bug in the CP437->Unicode converter; basically, any letter above 127 (which means accented ones, etc.) get mapped to negative values.. which makes it read random memory in the 512 bytes before the array. Bad.

Usually that just maps to nonsense values that don't cause trouble as such, but if the memory isn't even *mapped* it'd cause a segfault - not very likely - or possibly it might crash freetype. Either way, I already fixed that bug so it should be fine next release.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Jeoshua on April 04, 2011, 10:09:24 am
I have to say, I like what Phoebus has done with his newer stuff.  The thing is, i've always seen is as basically three options for DF visuals:

ASCII: The old, the tried, the true... the confusing.  Guaranteed not to make a goblin look like a goblet, because they don't look anything like what they're supposed to in the first place ;)

IRONHAND: That's you, Llama! Your set has always been the snazzy "realistic" option for me.  Things look as they should, pretty and vibrant (or horrifying and disgusting, as the case may be).

Phoebus: His set has always been, for me, an iconic graphical redux of the ASCII tiles.  things are easilly distinguishable even zoomed out because of this iconic nature.

I think, if anything, that's what you should shoot for.  The clusters of mushrooms are one example of a good idea that is both graphically realistic (you don't grow one mushroom to eat, do you), and iconic as well.

ALSO! I personally have been playing around alot with worldgen, and I'm starting to get annoyed with the "vertical axle" or "pipe" or whatever icon that is that is part of the rivers.  It breaks the look and feel something awful from the twisty little rivers you see in every other orientation.  What is that icon supposed to go to in Dwarf fortress, and is it possible to recenter it without breaking how it looks over there?

(http://img718.imageshack.us/img718/3268/worldmapregion16310081.png) (http://img718.imageshack.us/i/worldmapregion16310081.png/)

UGH! The blue background doesn't bother me at all, I can overlook that.  But it just BREAKS the map for me, you know? The section could even be straight, so long as it was centered in the same way as the other tiles.  If you can't fix that one tile because it MUST look like that, then what about recentering the OTHER river tiles?

Either way, I already fixed that bug so it should be fine next release.

Ninja'd while replying.  YAY! Thanks Baughn.  Love ya for this.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ghundio on April 04, 2011, 10:41:25 am
Are all the ores supposed to look like a angry samurai, the 11th icon on the top row? Just curious if its just me
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ethicalfive on April 04, 2011, 10:43:43 am
The horizontal pipe is also the axle tile. So the only way to fix it up would be to center the river tiles. I can't imagine it'd detract from the bendy river tiles to have them centered at the edges..

Are all the ores supposed to look like a angry samurai, the 11th icon on the top row? Just curious if its just me
Looks like a multicolour blob to me.. Wish I saw a samurai in it.. I found the ore to be quite colourful and out of place at first, but am used to it now.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Jeoshua on April 04, 2011, 12:04:34 pm
Are all the ores supposed to look like a angry samurai, the 11th icon on the top row? Just curious if its just me

I saw this, too... but since I've been messing around in Worldgen and Arena with this so far, I hadn't realized that this was ore.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Greendogo on April 04, 2011, 03:14:13 pm
Yeah, the mushroom cluster idea is awesome. I'll totally take a look at that when I get a chance.

Awesome Ironhand, you're the best!
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ethicalfive on April 05, 2011, 06:28:31 am
Hope noone minds.. Just thought i'd try some different combos and help ironhand decide on grouping arrangments when he tries out some different cluster combos.
(http://img.ie/5c0ab.png)

Those are buttons, with some king stropharia in the bottom right corner. I could try some more slender mushrooms also, but they probably wouldn't fit the 'plump' part of the plump helm name. Could look cool though.

@Ironhand: If you do manage to update the tile magic thread, I might have a go at making up some real tiles, im abit confused by the alpha layer use though, and engravings, I dont understand how those work, they make my brain splode.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Jeoshua on April 05, 2011, 07:12:26 am
I like the white ones near the bottom right.  They tile better.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Phoebus on April 05, 2011, 07:23:20 am
Hope noone minds.. Just thought i'd try some different combos and help ironhand decide on grouping arrangments when he tries out some different cluster combos.
(http://img.ie/5c0ab.png)

Those are buttons, with some king stropharia in the bottom right corner. I could try some more slender mushrooms also, but they probably wouldn't fit the 'plump' part of the plump helm name. Could look cool though.

@Ironhand: If you do manage to update the tile magic thread, I might have a go at making up some real tiles, im abit confused by the alpha layer use though, and engravings, I dont understand how those work, they make my brain splode.
Alpha transparency is the ratio between the current layer and what is behind.
60% alpha means the pixel will be 60% current layer, 40% under layers.

One very effective way to use alpha transparency is the layer mask. Layer mask are a greyscale image that control the transparency of each pixel in the layer. White = 100% opaque, black = 100% transparent.

To create engravings or "tile magic" do this:
Create a second layer which you will completely fill with black, and put that layer under your main layer, add a layer mask to that layer which you should fill white.
Then add a layer mask to your primary layer, copy the image of your primary layer into its layer mask, then fill the layer itself white.
This will make the white part of your image white, and the black part transparent. Of course, you have a black layer underneath your main image, so the black parts will still be black.
Now you can draw black (0% opaque) in the layer mask of the black layer to let the background color through.

To actually see what you are doing, you should put a colored (magenta) layer underneath the black layer, so when you carve through the black layer you will be able to see the magenta peak through.
Remember to disable the magenta layer before using your work. Also, remember to backup everything, and make a copy for every significant change you do, this way you'll be able to backtrack through your learning process.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Valience on April 05, 2011, 08:17:33 am
The plump helmets should be a fat little dorf with a football helmet on :D /shot

I like the bottom left of your ideas Ethical. Leave s smidge of space between rows to that they don't all kind of smush together.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 05, 2011, 08:57:01 am
Hey, guys. Sorry I haven't updated ANYTHING recently.
I've been busy since the weekend...

If you didn't see it yet, though, check this out:
Spoiler: Toady's made CITIES!!! (click to show/hide)

Looking forward to that release! Although, it's a real pity constructions aren't flammable yet...
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: MiniMacker on April 05, 2011, 09:04:39 am
Hope noone minds.. Just thought i'd try some different combos and help ironhand decide on grouping arrangments when he tries out some different cluster combos.
(http://img.ie/5c0ab.png)

Those are buttons, with some king stropharia in the bottom right corner. I could try some more slender mushrooms also, but they probably wouldn't fit the 'plump' part of the plump helm name. Could look cool though.

(http://img.ie/01247.png)

Those are frickin' boss. They aren't as packed, you can clearly see it's outline and you can easily recognize it as a pair of mushrooms.
It's classic design gives it some recognizable value. You won't have to squint, think or loo(k) to see what it is.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Phoebus on April 05, 2011, 09:22:08 am
Looking forward to that release! Although, it's a real pity constructions aren't flammable yet...
Bah, we'll just have to wall the gates and fill it with magma. *dreamy eyes*
Of course we probably can't embark in those cities... :(
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: ghiacciato on April 06, 2011, 04:08:35 pm
So, until the next release on the weekend (the one immediately coming up?), there is no way to use the proper version with 31.25? I just switched, and would love to use this one...
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: gtmattz on April 06, 2011, 07:59:56 pm
So, until the next release on the weekend (the one immediately coming up?), there is no way to use the proper version with 31.25? I just switched, and would love to use this one...

http://dffd.wimbli.com/file.php?id=2511
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: BoogieMan on April 07, 2011, 08:37:33 am
I have a problem with none of my savegames working that were saved using this graphic set, and I prefer it to the others.

I see that you can download an update for the files.. So I did. I am using the Lazy Newb Pack V9.1 and I copied the files from this graphic set over the ones that came with LNP. I told it to change to Ironhand and update the saves, but I still can't load. I just get "Missing Reaction Definition". They only load when I use Phobus graphic set. None of the others will work whatsoever.
 
 Fresh install of everything... Anything else I can do?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Phoebus on April 07, 2011, 09:41:57 am
I have a problem with none of my savegames working that were saved using this graphic set, and I prefer it to the others.

I see that you can download an update for the files.. So I did. I am using the Lazy Newb Pack V9.1 and I copied the files from this graphic set over the ones that came with LNP. I told it to change to Ironhand and update the saves, but I still can't load. I just get "Missing Reaction Definition". They only load when I use Phobus graphic set. None of the others will work whatsoever.
 
 Fresh install of everything... Anything else I can do?
One reaction name was changed by Toady a few updates ago, so saves from before that update will break when updated to recent versions.
I've fixed that problem in my graphic pack by including both the new and the old names for the reaction.
You can just copy the file "reaction_other.txt" from my pack over, it's located in "/raw/objects/".
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Ironhand on April 07, 2011, 01:06:32 pm
The real set is still where it's always been: http://dffd.wimbli.com/file.php?id=2511


Sorry about the delays recently. I can't guarantee anything for the rest of the month.

Getting towards the end of the semester, and it's ridiculous.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: BoogieMan on April 07, 2011, 01:16:04 pm
Thanks!

 Seems to be working just fine now.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Vince on April 07, 2011, 04:58:39 pm
Ironhand, you still have the old link in your signature by the way. :)
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Cerdo Guerrero on April 07, 2011, 05:43:04 pm
It's been more than a week since April's Fools, could you please fix the front page?

My best friend tried to download this pack yesterday before going out on a trip and since his english isn't very good he just couldn't read recent posts looking for a link.

That said, thanks for making this graphics set. I managed to get some of my friends to try out Dwarf Fortress thanks to it.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: LucasUP on April 07, 2011, 06:35:44 pm
Also shameless plug: The Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=59026.0) now has both the April Fools version and the regular .57 version of Ironhand included and easily interchangeable  :P
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: dieffenbachj on April 07, 2011, 06:54:29 pm
I'll just wait till next patch before downloading, see if any TTF fixes make my poor awesome fortress playable again :P

Though I suppose I could get dfhack to clear off all blood spatters... does that effect blood on creatures, too? Because it's mostly my kittens coated in layers of game-crashing blood...
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Aramco on April 07, 2011, 06:59:02 pm
Alright, I have to know-- What did you do to the DF files to make the colors all acid-trip like that?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Scaraban on April 07, 2011, 07:09:29 pm
Alright, I have to know-- What did you do to the DF files to make the colors all acid-trip like that?
init colors I would assume
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Aramco on April 07, 2011, 07:46:52 pm
Alright, I have to know-- What did you do to the DF files to make the colors all acid-trip like that?
init colors I would assume

Maybe, that would make sense.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: methodology on April 07, 2011, 11:15:04 pm
I'll just wait till next patch before downloading, see if any TTF fixes make my poor awesome fortress playable again :P

Though I suppose I could get dfhack to clear off all blood spatters... does that effect blood on creatures, too? Because it's mostly my kittens coated in layers of game-crashing blood...

yeah it's like a ticking time bomb making me afraid to cursor over any dwarven child, cat or dog lest they crash me out. You can in the meantime make a waterfall or bath area near your front entrance somewhere that all animals and dwarves have to wade through that will scrub them clean if they happen to pick up some game crashing blood from outside (goblins). It's great to have even if there wasn't a crash anyways.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Deon on April 07, 2011, 11:53:33 pm
Hey, guys. Sorry I haven't updated ANYTHING recently.
I've been busy since the weekend...

If you didn't see it yet, though, check this out:
Spoiler: Toady's made CITIES!!! (click to show/hide)

Looking forward to that release! Although, it's a real pity constructions aren't flammable yet...
WHAT THE...

I don't know how did I miss that. Man, that looks sweet.

P.S. It reminds me of Daggerfall cities for some reason :D. Mostly because I expect lots of randomly placed inns/shops with strange names, and guards saying "Halt!" near those gatehouses :P.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: THEFEZ on April 08, 2011, 01:44:24 pm
I'm new to DF (3rd fort now), and loving it thanks to Ironhand's graphics but I have a problem.  I started a new fort from someone else's pregenerated world, and although it plays fine, walls are occasionally represented as trees or mushrooms making it a little confusing placing doors, etc.

If I read Ironhand's instruction in the main post correctly, I should only need to get the latest release (0.57u), install it, and copy the new /raw/ directory to /data/save/regionX/raw/.  However, after this, the game freezes when I select the save associated with /regionX/.

I'm playing 31.25 for OS X - does anyone have any suggestions?  TIA.

Edit
I get lines and lines of errors like the following in the parent terminal window when it crashes:
2011-04-08 14:46:27.131 dwarfort.exe[11009:5403] *** __NSAutoreleaseNoPool(): Object 0x1e59ab0 of class NSCFString autoreleased with no pool in place - just leaking
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Jeoshua on April 08, 2011, 01:46:19 pm
It's probably the engravings.

Try going into your d_init file and find the "engravings start obscured" bit.  That should fix it.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: THEFEZ on April 08, 2011, 01:52:34 pm
I went into d_init and changed ENGRAVINGS_START_OBSCURED to NO - same freeze/error spam.  :/
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Rose on April 08, 2011, 01:54:22 pm
the engravings can be toggled with d->v

engravings start obscured only effects new ones.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: blue emu on April 08, 2011, 02:18:53 pm
A friend of mine is running a Mac, and would like to use this great tile-set. Any tips on how to install it? I assume that the file linked on the main page is Windows-only.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Phoebus on April 08, 2011, 02:22:28 pm
I went into d_init and changed ENGRAVINGS_START_OBSCURED to NO - same freeze/error spam.  :/
Your original problem could be fixed by toggling engravings. Your new problem has been caused by your attempt to fix your first problem.
You'll need to fix your savegame's raws.

Are you sure the pregenerated world is compatible with 31.25?
Do new worlds that you create after you installed Ironhand's graphic pack now also crash ?
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: THEFEZ on April 08, 2011, 09:14:02 pm
A friend of mine is running a Mac, and would like to use this great tile-set. Any tips on how to install it? I assume that the file linked on the main page is Windows-only.

I installed the mod no problem on my Mac.  My last fortress had no graphics glitches at all, it's only now with the pre-generated world I'm playing.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: narhiril on April 08, 2011, 09:17:10 pm
A friend of mine is running a Mac, and would like to use this great tile-set. Any tips on how to install it? I assume that the file linked on the main page is Windows-only.

I installed the mod no problem on my Mac.  My last fortress had no graphics glitches at all, it's only now with the pre-generated world I'm playing.


EDIT: never mind, I see you've already tried this.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Poot on April 09, 2011, 12:24:49 am
Just dropping by to say thanks again. Been using this tileset for a long time and is still my favorite.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ghiacciato on April 09, 2011, 07:48:29 am
Thanks for providing the links to the current version again, but I still seem to have problems.
I've been using the update archive, and copied the art and raw folder over; I _DID'NT_ overwrite my init folder, because I set some other stuff there, but I manually changed the "Gaphics" settings to "YES" - yet it still displays the example dwarves instead of the right ones.
Is there anything else I need to change in the inits, or something? :/

EDIT: It seems it's just a problem with me using my old savegames from the unmodded 31.25. Can I update these somehow?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Aalto on April 09, 2011, 08:03:41 am
Aye, just copy over the raws from the df folder to the save folder.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ghiacciato on April 09, 2011, 08:16:54 am
Aye, just copy over the raws from the df folder to the save folder.

Oh, it's that easy! Thanks! Now I can finally enjoy this best of all graphic packs :)

EDIT: I still have some minor problems, I can't see waterwheels anymore, for example.
Oh well, I think I'll just start a whole new fortress then.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: THEFEZ on April 09, 2011, 09:20:25 am
I went into d_init and changed ENGRAVINGS_START_OBSCURED to NO - same freeze/error spam.  :/
Your original problem could be fixed by toggling engravings. Your new problem has been caused by your attempt to fix your first problem.
You'll need to fix your savegame's raws.

Are you sure the pregenerated world is compatible with 31.25?
Do new worlds that you create after you installed Ironhand's graphic pack now also crash ?

I was doing that with a copy of DF.  After I got the freezes, I just trashed the copy and went back to playing the glitched original 31.25.

Currently, I'm playing the premade world, and have the graphic glitches, but no freezes, etc.  So I quit, went to d_init, and set engravings to NO.  Note: in this DF, I have not copied the raws to my save folder.  When I started the game back up, I still have the glitched walls (including areas that my dwarves have never touched like cliff faces).
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: Phoebus on April 09, 2011, 09:25:21 am
I went into d_init and changed ENGRAVINGS_START_OBSCURED to NO - same freeze/error spam.  :/
Your original problem could be fixed by toggling engravings. Your new problem has been caused by your attempt to fix your first problem.
You'll need to fix your savegame's raws.

Are you sure the pregenerated world is compatible with 31.25?
Do new worlds that you create after you installed Ironhand's graphic pack now also crash ?

I was doing that with a copy of DF.  After I got the freezes, I just trashed the copy and went back to playing the glitched original 31.25.

Currently, I'm playing the premade world, and have the graphic glitches, but no freezes, etc.  So I quit, went to d_init, and set engravings to NO.  Note: in this DF, I have not copied the raws to my save folder.  When I started the game back up, I still have the glitched walls (including areas that my dwarves have never touched like cliff faces).
Try to only copy "inorganic_stone_layer.txt" and "inorganic_stone_mineral.txt".
From "/df/raw/objects/" to "/df/data/save/regionX/raw/objects/"
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: THEFEZ on April 09, 2011, 10:57:14 am
Are you sure the pregenerated world is compatible with 31.25?

It was generated in 31.18 - not sure if that's compatible or not.  (May not be.  If I use the world_gen.txt entry from the pre-save I'm using I don't get the same world.)

Edit: Clarity.
Title: Re: Ironhand's Graphics Set (OOPS)
Post by: THEFEZ on April 09, 2011, 11:11:00 am
Try to only copy "inorganic_stone_layer.txt" and "inorganic_stone_mineral.txt".
From "/df/raw/objects/" to "/df/data/save/regionX/raw/objects/"

AWESOME!  That fixed my microcline problems, so I went back and copied the other inorganic_*.txt files to the /regionX/raw/objects folder and now all is as it should be.

Thank you so very much.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ghiacciato on April 09, 2011, 05:06:57 pm
Seriously, some tiles are still invisible for me, even with a new "installation" and using no old savegames whatsoever...
Are water wheels supposed to be completely black? Same with some tiles on the embark menu maps...does the graphic set change some RGB-settings in the inits, or something like that?
It's a shame, really, I just completely love this graphic set overall, but blank/black tiles where there should be something is just a downer...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: forsaken1111 on April 09, 2011, 05:30:11 pm
Thanks for providing the links to the current version again, but I still seem to have problems.
The link has been in the original post the whole time, and has never changed...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ghiacciato on April 10, 2011, 12:06:24 pm
Thanks for providing the links to the current version again, but I still seem to have problems.
The link has been in the original post the whole time, and has never changed...

When it was still the April Fool's Day's 0.0PS, all I could find were the former versions...

So, seriously no one can tell me why my water wheels (using the same tile as smoothed E-W walls, I noticed) are displayed black, and if there's any fix for this?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 10, 2011, 01:24:31 pm
...
So, seriously no one can tell me why my water wheels (using the same tile as smoothed E-W walls, I noticed) are displayed black, and if there's any fix for this?

I figured, since I don't know any fix, I should keep my mouth shut... ::)
I never saw any bug like with the waterweels. Especially not after installing a complete ironhand version and generating a new world :-\
Ironhands Version always worked fine for me, except for the occasional crash while looking at blood (screw you damn gobblins!)
I'd just wait for Phoebus - the god of bugfixing - to come by and trow in some suggestions ;D

Thanks for all the awesome work you're putting in, lama.
I even got to like the diagonal walls, although I told myself from the beginning that edgy is the only dwarfy way :o
but your diagonal style is just AWE...wait for it...SOME! 8)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ghiacciato on April 10, 2011, 03:15:45 pm
I took some screenshots from a freshly extracted version of the Ironhand 0.57.zip, for reference.

Note that E-W waterwheels don't seem to be affected, they are displayed fine.

I know I'm pretty annoying with keeping to go on about this, it just bugs me...

Also, crashes while looking at goblin blood?

EDIT: No, they're not inactive. And I was asking mux what he meant when he was talking about "crashes while looking at goblin blood".
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Aalto on April 10, 2011, 03:23:25 pm
Edit: nm me then :P
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Phoebus on April 10, 2011, 03:57:38 pm
...
So, seriously no one can tell me why my water wheels (using the same tile as smoothed E-W walls, I noticed) are displayed black, and if there's any fix for this?

I figured, since I don't know any fix, I should keep my mouth shut... ::)
I never saw any bug like with the waterweels. Especially not after installing a complete ironhand version and generating a new world :-\
Ironhands Version always worked fine for me, except for the occasional crash while looking at blood (screw you damn gobblins!)
I'd just wait for Phoebus - the god of bugfixing - to come by and trow in some suggestions ;D

Thanks for all the awesome work you're putting in, lama.
I even got to like the diagonal walls, although I told myself from the beginning that edgy is the only dwarfy way :o
but your diagonal style is just AWE...wait for it...SOME! 8)
The black waterwheel is most likely caused by one of Ironhand's tile with no background color being used by the game using a background color only.

Those would be the NS & EW river tiles alternating with the NS & EW wall tiles. Background color only. I think Ironhand's EW river tile is filled with foreground color. (the one river tile that doesn't fit with the other river tiles)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 10, 2011, 06:58:08 pm
...
Spoiler: "Unit list, notice the gap as it renders the selected line black" (click to show/hide)

Also, crashes while looking at goblin blood?

EDIT: No, they're not inactive. And I was asking mux what he meant when he was talking about "crashes while looking at goblin blood".
The black line in the unit list is not a bug...it's a feature :P
no seriously...as far as I understand it its a problem with TTF fonts that only toady can fix, and he has other stuff to do right now :/
Solution would be to turn TrueType of in your init file

The goblin blood crash is related to some missing tiles, which cause a crash...i really don't understand much about it, just experience it from now to then (more often the older my fortress gets  :'()
all that stuff just has been talked about around page 252 of this thread
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: eNDer on April 13, 2011, 04:10:10 pm
Hi guys I just booted up ironhand's set and it looks amazing.. Great work Ironhand!

I've been away from DF for a year so been trying to get back into it and I just died on my first save after 20 minutes haha.
Anyway I was wondering if anyone could recommend a graphics pack for monsters which wont look out of place in Ironhand's set? I encountered spiders on my first save and they appeared as 'S's.. my dogs/turkeys were fine though.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 14, 2011, 10:46:22 am
actually there are spiders already included in ther graphics pack. Was it maybe a megabeast?

I havent encountered spiders yet, therefore I can't tell if it's a bug or a feature that they are not showing. but looking at the critter.png they are definitely included.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Slugman on April 14, 2011, 01:26:47 pm
Yes, spiders are definitely in there. Giant cave spider, phantom spider, cave spider at the very least and I don't think I've ever seen any other common spider type. To my knowledge only the latest wildlife additions are missing (badgers, capybaras, etc.) and they will be included in the next update as far as I understand.

But, but, but... I have a different problem actually. I've always seen people talk about the healthcare screen and also seen a few screenshots but I've never actually seen this screen work on my own version of DF. Neither the treatment history of a dwarf, nor the steps that are still missing to finish his treatment. There are no entries at all or at least they are all black.
Is this a problem with this graphics pack or am I just doing something wrong?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on April 14, 2011, 04:43:17 pm
You've got to designate a chief medical dwarf in your nobles menu before you can access your health screen.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: eNDer on April 14, 2011, 04:57:00 pm
It was a Giant Cave Spider just checked my logs.. I had difficulty responding quickly enough cause I couldn't see any creatures among my dwarves haha.
No matter I'll just wait for the latest update.. could have been a random bug.

Loving this ironhand look more everyday
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Saiko Kila on April 14, 2011, 06:00:13 pm
My giant cave spiders looked like spiders (before batmen killed them), but my Forgotten Beast spider looked like giant S (before batmen killed it). I suppose that you need to play with raws, or played with them too much?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Lortath on April 14, 2011, 06:10:22 pm
Hey Ironhand,

Just saying is your tileset who convince me to play this wonderful game.
Your all made pack is really good, and I continue to use it.

A small post, for a great guy.
Thank you for improving the game in your way. (Also, thank to other modders who helped you)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on April 14, 2011, 07:50:23 pm
Cool, thanks.

As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.


And I know nothing's happened in like forever, but that's because classes are getting crazy near the end of the semester.

In other news, I got a summer internship with Bethesda Softworks!!! :D   So I'll be doing 9 to 5 (or whatever) this summer as well.

Still, 9 to 5 is better than the 24-7 that I'm doing now, so I should be able to get more done starting in May, when classes end.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Greendogo on April 14, 2011, 09:11:15 pm
Holy crap!  Nice internship!  Good luck with that!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Igfig on April 14, 2011, 09:40:23 pm
As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.

That's not actually true, though not many people know it. Something like this would work just fine:

Code: [Select]
[TILE_PAGE:FORGOTTENBEASTS]
[FILE:beasts.png]
[TILE_DIM:16:16]
[PAGE_DIM:4:5]

[CREATURE_GRAPHICS:FORGOTTEN_BEAST_1]
[DEFAULT:FORGOTTENBEASTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_2]
[DEFAULT:FORGOTTENBEASTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_3]
[DEFAULT:FORGOTTENBEASTS:0:2:ADD_COLOR:DEFAULT]

etc.

Just repeat that 200 times, or however many forgotten beasts there are, and your beasts will have proper graphics.  Sure, the graphics won't have anything to do with what the beast actually looks like--but hey, graphics!

You can do this for demons (DEMON) and titans (TITAN), too.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Phoebus on April 14, 2011, 10:06:55 pm
In other news, I got a summer internship with Bethesda Softworks!!! :D
Congrats on the intership! :)

As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.

That's not actually true, though not many people know it. Something like this would work just fine:

Code: [Select]
[TILE_PAGE:FORGOTTENBEASTS]
[FILE:beasts.png]
[TILE_DIM:16:16]
[PAGE_DIM:4:5]

[CREATURE_GRAPHICS:FORGOTTEN_BEAST_1]
[DEFAULT:FORGOTTENBEASTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_2]
[DEFAULT:FORGOTTENBEASTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_3]
[DEFAULT:FORGOTTENBEASTS:0:2:ADD_COLOR:DEFAULT]

etc.

Just repeat that 200 times, or however many forgotten beasts there are, and your beasts will have proper graphics.  Sure, the graphics won't have anything to do with what the beast actually looks like--but hey, graphics!

You can do this for demons (DEMON) and titans (TITAN), too.
Like DEMON_1, DEMON_2, DEMON_3, etc.?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Valience on April 15, 2011, 01:23:22 am
And I know nothing's happened in like forever, but that's because classes are getting crazy near the end of the semester.
Tell me about it. I really shouldn't have slacked off in that marketing class all semester, I now have 2 case studies, 2 lesser homeworks, and a marketing plan to all get done by the 26th x_x. At least the two network security classes don't have homework at this point. Just have to worry about memorizing a few commands for security settings and getting a miniature enterprise network running in the lab. Then I can get back to posting useless drivel that no one cares about!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Igfig on April 15, 2011, 02:11:34 am
You can do this for demons (DEMON) and titans (TITAN), too.
Like DEMON_1, DEMON_2, DEMON_3, etc.?

Yeah, exactly.

I've been sitting on this secret for a while, mostly because of a succession game I snuck it into and didn't want to have spoiled.  But that's just about over now, so go give it a try.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: eNDer on April 15, 2011, 05:58:40 am

As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.


Hmm but the spiders I got weren't forgotten beasts.. I checked the wiki and it said you'll get notifications for when they appear? Didnt get one for my spideys

So it looks like the Giant Cave Spider graphic working is a 50/50 thing...?

Grats on the internship btw!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Slugman on April 15, 2011, 06:40:21 am
You've got to designate a chief medical dwarf in your nobles menu before you can access your health screen.

That's actually one of the first things I do after embarking. But I just realised I have to use the arrow keys to access the treatment history, etc.... No idea why I couldn't come up with that earlier.   ???
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on April 15, 2011, 11:20:28 am
You can do this for demons (DEMON) and titans (TITAN), too.
Like DEMON_1, DEMON_2, DEMON_3, etc.?

Yeah, exactly.

I've been sitting on this secret for a while, mostly because of a succession game I snuck it into and didn't want to have spoiled.  But that's just about over now, so go give it a try.

Wow, cool stuff! Thanks!

It would be hard to decide what they should look like, though,
since it's not based on what they're actually made of...
Maybe I'll try to make some sort of generic monster sprite.
Something like the demon tile I have right now, but with colors.
Then I could make a sheet of like a hundred different color variations of it,
and it would make it look like each forgotten beast and titan was just randomly colored.

Might be cool.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Phoebus on April 15, 2011, 11:34:11 am
You can do this for demons (DEMON) and titans (TITAN), too.
Like DEMON_1, DEMON_2, DEMON_3, etc.?

Yeah, exactly.

I've been sitting on this secret for a while, mostly because of a succession game I snuck it into and didn't want to have spoiled.  But that's just about over now, so go give it a try.

Wow, cool stuff! Thanks!

It would be hard to decide what they should look like, though,
since it's not based on what they're actually made of...
Maybe I'll try to make some sort of generic monster sprite.
Something like the demon tile I have right now, but with colors.
Then I could make a sheet of like a hundred different color variations of it,
and it would make it look like each forgotten beast and titan was just randomly colored.

Might be cool.
I just used 'ADD_COLOR' for demons and forgotten beasts, and kept titans static.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Urist McAddict on April 15, 2011, 01:24:30 pm
Man, i know you said it long ago, but i gotta say this...
Congratulations on your internship...
Bethesda is one of my favorites, Fallout 3 and Elder Scrolls? Hell, I hope it'll help you grow and maybe someday we'll be proud to say we saw your early works...
Just don't forget about us and DF =D
Make us all prouder than we already are
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Scaraban on April 15, 2011, 01:48:35 pm
Man, i know you said it long ago, but i gotta say this...
Congratulations on your internship...
Bethesda is one of my favorites, Fallout 3 and Elder Scrolls? Hell, I hope it'll help you grow and maybe someday we'll be proud to say we saw your early works...
Just don't forget about us and DF =D
Make us all prouder than we already are
True dat, Urist, true. dat.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on April 15, 2011, 02:27:28 pm
Actually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.

But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 15, 2011, 03:11:09 pm
Actually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.

But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P
nice!

I'll never buy any game from you, if you abandon your tileset though  :P never...ever
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: SalmonGod on April 15, 2011, 03:21:02 pm
Actually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.

But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P

I've long dreamt of being involved with an independent studio also.  Doesn't have to be opened by me.

I went to high school with a Ryan Sears who now works at Bethesda.  I'm not sure if he remembers me, though.  I've tried to contact him a couple times with no luck.  If you want to wierd him out/strike up social interaction, you can tell him Chuck from South Putnam says hi.  :P
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Scaraban on April 15, 2011, 03:59:49 pm
Actually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.

But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P

I've long dreamt of being involved with an independent studio also.  Doesn't have to be opened by me.

I went to high school with a Ryan Sears who now works at Bethesda.  I'm not sure if he remembers me, though.  I've tried to contact him a couple times with no luck.  If you want to wierd him out/strike up social interaction, you can tell him Chuck from South Putnam says hi.  :P
You really should
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Baughn on April 15, 2011, 04:19:08 pm
That's the problem with games though, isn't it?

So many people want to work in a game studio, there are far more than there are jobs.. and so conditions deteriorate in an employer's market. Good luck with your ambitions, but I'm not going there. :P

Just working on one in my spare time instead.  :D
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: schussel on April 16, 2011, 03:01:03 am
Actually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.

But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P

i wish you all the best for that dream and the current steps toward it :)

.. but ...

dare to turn your back on us and we wont feed you any sugarcubes no more *tries to make threatening face* :)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 16, 2011, 04:47:47 am
I just noticed:
all my injured dwarfs (especially the crutchwalkers) are blinking at me with smoothed mudstone floor...
is this intended?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on April 16, 2011, 09:38:57 am
Yeah, thats not a tile we can pick.

The smoothed floor tile is used to signify wounds.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 16, 2011, 09:45:36 am
good to know...thx lama
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 17, 2011, 05:33:35 am
please steal Phoebus round walls. they are pure concentrated awesome :o
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: narhiril on April 17, 2011, 05:10:40 pm
Ran into this while bug hunting for LFR.

*** Error(s) finalizing the translation DWARF
Unrecognized word token: LLAMA


Well played, sir, well played.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: saka-rauka1 on April 24, 2011, 01:36:33 pm
Could anyone explain how to tell which items are encrusted? I've read (and seen in videos) that they have double brackets around the item name. However, with this graphics set I get square brackets joined together, for example:[]. With truetype turned off I just get tiles where quality markers should be.

Am I right in thinking that the square brackets represent encrusted items? If so, how can I tell which is which when I have truetype disabled?

Also, a more general question but since I am posting here I might as well ask; how can you sell items from barrels (e.g dwarven wine). With bins you get the items inside displayed underneath the barrel itself in the trade window. But with barrels this isn't the case.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 25, 2011, 03:13:14 pm
Could anyone explain how to tell which items are encrusted? I've read (and seen in videos) that they have double brackets around the item name. However, with this graphics set I get square brackets joined together, for example:[]. With truetype turned off I just get tiles where quality markers should be.

Am I right in thinking that the square brackets represent encrusted items? If so, how can I tell which is which when I have truetype disabled?

...
if i understand you right, then [] would be the "exceptional" quality. with ironhands tileset (at least with my settings) and truetype enabled and encrusted item would simply have several quality modifiers. each indicating the quality of the work that was done (e.g. quality of main item, quality of first encrust, etc.). as far as I remember (i usually don't care that much about idividual quality then overall item value) the order of the symbols is the same as the order of the work done, e.g. every new quality modifier wraps around the previous item resulting in something like this:
Spoiler (click to show/hide)

...

Also, a more general question but since I am posting here I might as well ask; how can you sell items from barrels (e.g dwarven wine). With bins you get the items inside displayed underneath the barrel itself in the trade window. But with barrels this isn't the case.
simple answer: you can't sell the items in the barrel without selling the barrel
to free the barrel you would have to dump the stuff in the barrel first, by manually sellecting it
Spoiler (click to show/hide)
and then reclaim the dumped stuff and tag it for trade. in this case a good location for the garbage dump would be near the trade depot ;)
this only works for some cases though, since dwarfen whine would simply result in a large spill on the floor which I doubt any elf woud trade his exceptionaly encrusted wooden training sword for
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: saka-rauka1 on April 26, 2011, 02:56:29 pm
Could anyone explain how to tell which items are encrusted? I've read (and seen in videos) that they have double brackets around the item name. However, with this graphics set I get square brackets joined together, for example:[]. With truetype turned off I just get tiles where quality markers should be.

Am I right in thinking that the square brackets represent encrusted items? If so, how can I tell which is which when I have truetype disabled?

...
if i understand you right, then [] would be the "exceptional" quality. with ironhands tileset (at least with my settings) and truetype enabled and encrusted item would simply have several quality modifiers. each indicating the quality of the work that was done (e.g. quality of main item, quality of first encrust, etc.). as far as I remember (i usually don't care that much about idividual quality then overall item value) the order of the symbols is the same as the order of the work done, e.g. every new quality modifier wraps around the previous item resulting in something like this:
Spoiler (click to show/hide)

...

Also, a more general question but since I am posting here I might as well ask; how can you sell items from barrels (e.g dwarven wine). With bins you get the items inside displayed underneath the barrel itself in the trade window. But with barrels this isn't the case.
simple answer: you can't sell the items in the barrel without selling the barrel
to free the barrel you would have to dump the stuff in the barrel first, by manually sellecting it
Spoiler (click to show/hide)
and then reclaim the dumped stuff and tag it for trade. in this case a good location for the garbage dump would be near the trade depot ;)
this only works for some cases though, since dwarfen whine would simply result in a large spill on the floor which I doubt any elf woud trade his exceptionaly encrusted wooden training sword for

Ah right thanks. So the quality symbols have changed? [] isn't what the wiki gives as being exceptional quality. Is there a list or something that I can consult?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Silophant on April 26, 2011, 10:42:20 pm
The quality labels haven't changed. it's just that the font you're using doesn't have a "three horizontal lines symbol, so it uses the square "unknown symbol" symbol instead. I'm not sure that it's fixable until all the truetype stuff gets finished.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 27, 2011, 03:29:52 am
ah...didn't know that it was the "unknown" symbol. I thought it was on purpose because its so similar to "three horizontal lines".
all the other quality modifiers are like in the wiki though. just get used to the new exceptional quality symbol and you'll be good
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Fewah on April 27, 2011, 09:01:11 pm
Hey just curious, whens the update coming? Im kind of excited for it!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on April 27, 2011, 09:21:42 pm
An update, huh?

Awesome! I can't wait!




...seriously, though, mostly it was just an excuse for the April Fools Day thing.
But I think all we're missing is a dozen animals or so. I'll see what I can do about them.
I've got two more days of finals, and then I head straight to my new internship on Monday.

Getting settled in is my top priority, but hopefully that'll calm down quick and I'll be able to sprite.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on April 28, 2011, 04:59:19 am
take your time m8
just don't abandon us ;)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Perapsam on April 28, 2011, 08:05:19 pm
How do I update it? I downloaded the update only version, what now?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Fewah on April 29, 2011, 01:25:46 am
An update, huh?

Awesome! I can't wait!




...seriously, though, mostly it was just an excuse for the April Fools Day thing.
But I think all we're missing is a dozen animals or so. I'll see what I can do about them.
I've got two more days of finals, and then I head straight to my new internship on Monday.

Getting settled in is my top priority, but hopefully that'll calm down quick and I'll be able to sprite.

Updating as necessary

Major graphical update underway!

(The new walls are in the current package as supplementary tilesets.
Just rename the one you want to test as "ironhand.png", and boot it up!)

Release planned for next weekend!

I saw that and just figured. Sorry wasent aware it was a april fools thing!

Might i suggest something though. Would it be possible for you to just overlook a few things. I've noticed that a few things arent meshing. It's most likely the older objects and items meshing into the later stuff. I've honestly just been playing through my game but sometimes certain things just jump out and look oddish.

It would be cool for you to keep this updated, and even go back on some of your other sprites and that and change them and update them!

I really love your artwork!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Valience on April 29, 2011, 02:15:53 am
jump out and look oddish.

I wish Oddish would jump out at me. then I could evolve it into a Vileplume and make perfume to trade!

/shot for such an obscure and old reference
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Aramco on April 29, 2011, 01:36:32 pm
jump out and look oddish.

I wish Oddish would jump out at me. then I could evolve it into a Vileplume and make perfume to trade!

/shot for such an obscure and old reference

Why would you want an Oddish to jump out at you? Man, those things were everywhere.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: SalmonGod on April 29, 2011, 04:31:29 pm
Oddish is obscure?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Fewah on April 30, 2011, 11:27:43 pm
One thing thats always bugged me about your graphics pack.


is that when you're in a heavily forested area... its hard as hell to tell where the goblins are... they are like the same template color as most of the grass and shit..


And like you can say that adds immersion to it because it's heavily forested area so it should be harder to see them... but it's pointless when you can easily just pause the game and search for them.

Just saying, every game i've played i have trouble with heavily forested areas. Not only with the goblins. But telling which is a lower level. It's hard as hell to tell sometimes because the shade difference doesnt change enough.

Guess what im saying is could you change some of the shading and colors up abit to be abit more fierce or lighter.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: HeliumFreak on May 03, 2011, 12:44:22 pm
Spoiler (click to show/hide)

How funny. I've thought the same thing for many months but whenever i came to the forum i kept forgetting to post about it. Now when i was finally coming to say "OK enough, im going back to Phoebus' tile set" the very last reply in the thread is talking about exactly what Ive wanted to post about all this time.

No s**t though its really really annoying. When goblins attack literally a good 95% of the time i cannot see them at all. I have to go into the units menu and select the goblin separately to zoom to it. I play the game at 1920 x 1080 and the size of the tiles mixed with the oh so greenness means i really really struggle to see whats going on the vast majority of the time. The tiles might look all nice and fancy when they're in their tile set grid but i think more thought into how little they contrast with the most common scenery (grass and trees) would be nice please.


*Edit

Im not colour blind my colour visualization is perfect. Although it cant attest to the accuracy of my monitor.


**Edit 2

On a less trivial note about colour and onto something more serious. I dont know why this is happening but ive been experienceing lag with the recent all inclusive packs youve been releasing. Going from 100 FPS constant to down to 50-60 on fresh maps. Tryed multiple times with differently generated maps. The problem is fixed if i replace the tileset with someone elses set or if i just disable it completely. I have no idea why this happens and id help you debug it but i have no idea how to help you with that.

My computer specs are i7 950 @ 3.8ghz - 12gb RAM - nvidia gtx470
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Fewah on May 04, 2011, 12:56:57 am
I'm playing at the same resolution.


And i've been playing alot lately and i'm still having trouble with shade colours.

Green areas are muderous on the eyes.


I really like the graphics it's honestly amazing. But its so hard on the eyes. Things just arent shaded properly and goblins i think have almost the same shade of green as teh ground :/

Hopefully ironhand looks it over perhaps

edit: My computer specs are abit lower... i only get fps drop when i hit exactly 90 dwarves. 120 brings me down to 50fps. which i guess is normal. Might be a problem on your end !
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Lysabild on May 04, 2011, 06:28:13 am
Have you two considered changing the Color file instead? Personaly, I use another color set.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Magnar on May 08, 2011, 03:11:58 am
Hey there, I've been away from DF for a few years and have recently started playing again.

This tileset caught my eye as it's very nicely done, however the last few comments about colour schemes have me worried I'm going to miss crucial details.  Is there a particular colour scheme that goes well with this pack or am I better off customising it myself?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: dieffenbachj on May 08, 2011, 11:29:02 am
Hey there, I've been away from DF for a few years and have recently started playing again.

This tileset caught my eye as it's very nicely done, however the last few comments about colour schemes have me worried I'm going to miss crucial details.  Is there a particular colour scheme that goes well with this pack or am I better off customising it myself?

Just use the standard color scheme, those people are just nitpicking; the colors are fine. Maybe they could be tweaked, but I think if 'goblins are green' is the biggest complaint people have with this tileset / color scheme, you're not going to find lesser problems with other ones. I think for most people, the colors are fine.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: beefy on May 08, 2011, 11:36:45 am
First of all: awesome work! I'm loving the sprites, they look gorgeous! :)
But I'm wondering if there is any possibility that the unit screen will get fixed? (Black Selector on Black BG)
Is there anything we can do?  ???
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: danaris on May 08, 2011, 12:02:44 pm
First of all: awesome work! I'm loving the sprites, they look gorgeous! :)
But I'm wondering if there is any possibility that the unit screen will get fixed? (Black Selector on Black BG)
Is there anything we can do?  ???

That is nothing to do with Ironhand. That is a function of the TTF engine in DF.

However, IIRC, the person who works on that part posted a while back on this very thread that he's fixed that for the next version.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Magnar on May 08, 2011, 01:57:58 pm
Ahhh cool, thanks for the reply dieffenbachj.

I'll dive in with both feet like my inner dwarf should :D
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Fewah on May 09, 2011, 02:17:58 am
Hey there, I've been away from DF for a few years and have recently started playing again.

This tileset caught my eye as it's very nicely done, however the last few comments about colour schemes have me worried I'm going to miss crucial details.  Is there a particular colour scheme that goes well with this pack or am I better off customising it myself?

It's actually quite amazing and fine.


We are just nitpicking but its definetly something that ironhand should think about!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: beefy on May 09, 2011, 03:41:46 pm
First of all: awesome work! I'm loving the sprites, they look gorgeous! :)
But I'm wondering if there is any possibility that the unit screen will get fixed? (Black Selector on Black BG)
Is there anything we can do?  ???

That is nothing to do with Ironhand. That is a function of the TTF engine in DF.

However, IIRC, the person who works on that part posted a while back on this very thread that he's fixed that for the next version.

Thanks for your reply!
Awesome news! :) Glad to hear that this got fixed. I guess by "next version" you mean the next version of DF?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Magnar on May 11, 2011, 09:21:36 pm
In regards to the black font+black background.

Is there no way to revert to the original DF handling solely for that part?  It's a minor annoyance in itself but it affects a fair few screens so it's beginning to grate quite a bit.

A friend using the mayday pack has said his menus are all fine as well as it working properly in the base game so I'm thinking it's possible to negate its effects in this pack but I have no idea where to start looking to change it.

edit: nevermind, I found the truetype option in the init.txt and set it to NO instead.  Will be nice when it works properly but for now I'd rather see all my menus lol

edit 2: Think I've shot myself in the foot with that one, now I don't appear to be able to see the gender of animals :( anyone have any better ideas? lol
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: mux951 on May 12, 2011, 04:32:33 am
eigther use truetype or don't
I can live with 1 missing line and I love TTF because its much easier on the eyes.
there is no fix on ironhands or our sides to this. its a bug in DF, but it should be corrected in the upcoming version. for references look back 30 pages(or so) in this thread.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ghiacciato on May 12, 2011, 06:09:05 pm
I've given up hope to ever see a new version with the new walls and floors completed  :P
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on May 12, 2011, 06:31:58 pm
Yeah... sorry about that, guys.

I've been absolutely swamped with my new internship.
My commute is nearly four hours round trip.
And I'm working Saturdays, too.

I'd like to say that I'll be able to catch back up with this graphics set soon, but it's simply not going to happen.

Next semester, easy classes. I can't make any promises before that.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: schussel on May 13, 2011, 12:53:46 am
What evil Organisation hast ist coders work On weekends? :-|this ist an outrage !!!11eleven
probably you should  get your own intern, to  steady up your real important work, being the mvp modbuilde here :-D
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ethicalfive on May 13, 2011, 04:23:29 am
Bethesda Softworks is the evil Organisation that has robbed us of one of our great pixel artists!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: HeliumFreak on May 13, 2011, 09:09:03 am
Im not saying that goblins are green is the problem. I just remember way back then when Ironhand was planning this set he was going to make it a nice chunky 22 (24? off the top of my head) tile size as apposed to the usual 15 (16?, again off the top of my head). Playing on a 24inch monitor at 1920x1080 having a whole bunch of tiles that are only 16 pixels in size makes it very difficult to distinguish any tiny detail at all. Doing alittle rough calc. 16 x 16 = 256 (pixels) 1920x1080 = 2073600, 2073600 / 256 = 8100 tiles on screen at a time. Noticing the 1 tile thats slightly offish green out of 8100 isnt easy

Its not like its a "huge" problem because ofcourse when an event happens the game pauses and the screen moves to the rough location. I personally however have found at the screen size/resolution i like to play at that the colours just blend a little too well together making it difficult to appraise a situation without having to go in and out of the unit screen to see where the squads are located. The thing is once ive found them its like "duh how did i miss them" but low and behold every time it happens im again going to the unit screen
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ghiacciato on May 13, 2011, 11:45:20 am
Yeah... sorry about that, guys.

I've been absolutely swamped with my new internship.
My commute is nearly four hours round trip.
And I'm working Saturdays, too.

I'd like to say that I'll be able to catch back up with this graphics set soon, but it's simply not going to happen.

Next semester, easy classes. I can't make any promises before that.

No worries, I didn't mean to complain about anything...the current version works fine with the current release, it's still the best graphics pack out there, and this is, after all, not your job. Unlike the internship. So concentrate on that for now  :)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on May 13, 2011, 08:02:24 pm
When I began working on this project, 18 pixels was as big as it was even possible for me to go. So that's what I did.

Anyway, don't begrudge me a real job. As much as I admire what Toady does, I'm personally looking for something with a little more financial stability.

I do love you guys, though. And I told you I wouldn't abandon you, so I won't.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Lysabild on May 14, 2011, 07:00:16 am
Only a fool begrudges you anything, have fun with this we'll look forward to seeing your work in the future :)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: devek on May 14, 2011, 09:19:45 am
Get really rich, and hire freelancers to work on the graphic set!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Lord Vetinari on May 14, 2011, 09:30:58 am
Get really rich, and hire freelancers to work on the graphic set!

Minecraft shows that this is the perfect way to grind everything to a halt  :P
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: MADDOGmjb on May 14, 2011, 07:41:22 pm
I'm sorry if this has been posted in the past, but I can't find it. Is there a key or a legend for all of the tiles in Ironhand? Specifically, there is one that looks like a face that shows up in the sites list and I'm not sure what it is.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: dieffenbachj on May 18, 2011, 07:42:21 pm
Probably if you post a screenshot we  can just tell you. I don't think there's an index, though, short of going into the files and looking at what connects to what.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: gtmattz on May 19, 2011, 06:25:48 pm
I'm sorry if this has been posted in the past, but I can't find it. Is there a key or a legend for all of the tiles in Ironhand? Specifically, there is one that looks like a face that shows up in the sites list and I'm not sure what it is.

I see nothing that looks like a face in the sites list... I am not sure what you are talking about?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Baughn on May 22, 2011, 01:16:28 pm
OpenGL is being a bitch, and I have to admit I'm spending more time on other projects than fighting with that.

Still, I've made some progress elsewhere. I'll just leave this here..
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: narhiril on May 22, 2011, 02:18:15 pm
OpenGL is being a bitch, and I have to admit I'm spending more time on other projects than fighting with that.

Still, I've made some progress elsewhere. I'll just leave this here..
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I see an awful lot of FUN in that last screenshot.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Baughn on May 22, 2011, 03:25:54 pm
I blame Ironhand.

Why are the dwarves sideways? I don't know, but it's part of the tileset. The renderer is actually working as designed. :P
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: danaris on May 22, 2011, 03:47:07 pm
I blame Ironhand.

Why are the dwarves sideways? I don't know, but it's part of the tileset. The renderer is actually working as designed. :P

Sideways usually means they're dead...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on May 22, 2011, 07:45:13 pm
Actually, it means you're not using graphics. Just the tileset.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Darkmere on May 22, 2011, 11:05:53 pm
New text looks great, can't wait to try it out next version.

However... I am getting the crash on certain length bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3762) in this version.

I switched to gentium font and that stops the crashes, but there's no quality icons past exceptional. Can anyone recommend a font that minimizes crashing AND has quality modifiers?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Baughn on May 23, 2011, 07:23:01 am
Actually, it means you're not using graphics. Just the tileset.
This is true. Why did you make it like that, though?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Rose on May 23, 2011, 07:30:09 am
Actually, it means you're not using graphics. Just the tileset.
This is true. Why did you make it like that, though?

Because when you use graphics, those tiles only show up for dead dwarves.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: xmagicx60 on May 26, 2011, 07:38:23 pm
is there a reason that letters and numbers sometimes replace tiles in building walls and workshop parts in Linux?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: LuckyNinja on June 02, 2011, 03:07:12 am
Hey there, is there a quick fix for making the walls and floors distinguishable? I'm finding it hard to differentiate the two.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Valience on June 03, 2011, 12:07:21 am
Hey there, is there a quick fix for making the walls and floors distinguishable? I'm finding it hard to differentiate the two.

If you've already done what the big yellow NOTE text says on the first post, then you shouldn't really be having any issues. If you have done that and still can't tell the difference, try downloading the pack again.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: LuckyNinja on June 03, 2011, 01:48:30 am
Hey there, is there a quick fix for making the walls and floors distinguishable? I'm finding it hard to differentiate the two.

If you've already done what the big yellow NOTE text says on the first post, then you shouldn't really be having any issues. If you have done that and still can't tell the difference, try downloading the pack again.

Nope, the walls and floor were just too indistinguishable for me.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Valience on June 06, 2011, 04:57:54 pm
Hey there, is there a quick fix for making the walls and floors distinguishable? I'm finding it hard to differentiate the two.

If you've already done what the big yellow NOTE text says on the first post, then you shouldn't really be having any issues. If you have done that and still can't tell the difference, try downloading the pack again.

Nope, the walls and floor were just too indistinguishable for me.

Odd. The only time I had a problem like that was when I got a savegame from a different tileset and I forgot to run the updater.
Title: Re: Ironhand's Graphics Set
Post by: Thundercraft on June 14, 2011, 11:50:42 am
I would give many thumbs up for a 24x24 version. That would be amazing beyond words.
As for the 24x24 question. Having an actual size difference would be 100% ownage.
Don't count on a 24x24. But I dunno. It might be fun like I said at first to use these dwarves
as they are in a 24x24 set, so that megabeasts and giants can actually look huge in comparison to them.
Again, though, don't count on it. And certainly not until I'm done with this one.
Are you're still considering work on a 24x24 set some day?
I'm just curious, is all. I don't have a 1920-pixel-wide monitor, so I couldn't benefit from it myself. (Maybe someday... [sigh]) But it sounds like there are fans who'd love that.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: TheCoolSideofthePIllow on June 17, 2011, 09:17:14 am
Is there a setting I can use so it doesn't look squashed in a 16:10 format when zoomed to the maximum?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: phenexian on June 23, 2011, 07:51:02 pm
Just have to say I LOVE  this texture pack and I hope you keep updating it. (Badger's would be nice since right now my dwarves are being attacked by a hoard of letter 'b's XD).

This pack is much better looking than the other packs.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Herode on June 26, 2011, 04:50:33 am
Nice set, I've just installed it and it really makes the DF experience more confortable (provided you have a large screen  ;)). Thanks to Ironhand for the work.

One (noob's) question though : the accentuated characters are not properly displayed, the screen shows an empty square in place. Should be a font issue on my installation. Do you know how I can fix it ?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Knight Otu on June 26, 2011, 05:08:30 am
It's not a issue with your installation, but a DF bug that will be fixed in the next version.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Herode on June 26, 2011, 09:08:45 am
OK, I'll wait for the next patch then  :)

Also, I noticed that on the Units/view/thoughts & preferences screen, the punctuation is not displayed except the dot (.) which appears as a gray square. On the vanilla version, the punctuation is adequately displayed, though.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Hitty40 on June 26, 2011, 05:58:33 pm
Will this tileset work for mods?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: gtmattz on June 26, 2011, 11:01:28 pm
Please don't let this graphics pack die, I would be really sad :(
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ScriptWolf on June 27, 2011, 07:31:20 am
i just want to say thanks for the graphics set its brilliant :), really good job :), did it was not always a Zip file was it ?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on June 27, 2011, 06:02:43 pm
Hey guys.

The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out.
In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.

Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.

@ScriptWolf: Originally it was a .rar, yeah. I figured zips were more accessible?

@hitty40: Sorry for the lagtime, here. It'll hypothetically work with mods, but I changed a lot of the original raws.
(Just little stuff like reassigning tiles and colors, and then the graphics raws which assign graphic sprites to critters and people)
If a mod is all contained in its own files (separate raw .txt files, separate image sheets, and so forth), then you can just merge them.
If the mod changes the same raws that I'm changing, it might be a little messy.

Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ScriptWolf on June 28, 2011, 11:03:59 am
Thanks for Changing it to a ZIP file much easier now :), and when the new nightcreature update comes out please tell me that your updating the tileset too :)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: MiniMacker on June 30, 2011, 06:37:29 pm
Hah. I don't expect any productivity on my part either when Skyrim gets released.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Thundercraft on June 30, 2011, 10:08:20 pm
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.

Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.

Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards.  :(
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Lord Vetinari on July 01, 2011, 03:45:53 am
If it's going to suck as much as Oblivion, I'll be back to DF in two days.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Lysabild on July 01, 2011, 05:10:31 am
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.

Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.

Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards.  :(

People might not play dwarf fortress for some time, but they'll return, because while new games come out and run their course, Dwarf Fortress is forever expanding.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: ScriptWolf on July 01, 2011, 08:59:41 am
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.

Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.

Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards.  :(

Once you start playing dwarf fortress there is no escaping you always come back to the game and the community, you lose your soul to bay12!!

People might not play dwarf fortress for some time, but they'll return, because while new games come out and run their course, Dwarf Fortress is forever expanding.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Hitty40 on July 01, 2011, 11:21:40 am
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.

Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.

Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards.  :(

Once you start playing dwarf fortress there is no escaping you always come back to the game and the community, you lose your soul to bay12!!

People might not play dwarf fortress for some time, but they'll return, because while new games come out and run their course, Dwarf Fortress is forever expanding.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: 612DwarfAvenue on July 01, 2011, 07:57:31 pm
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.

Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.

Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards.  :(

Once you start playing dwarf fortress there is no escaping you always come back to the game and the community, you lose your soul to bay12!!

People might not play dwarf fortress for some time, but they'll return, because while new games come out and run their course, Dwarf Fortress is forever expanding.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: SalmonGod on July 02, 2011, 01:16:31 pm
C-C-C-Combo Breaker!!!!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Lancezh on July 04, 2011, 08:55:12 am
This is my favourite graphics Pack, the other ones are mostly to colourfull for me. Just dropping by to say thank you.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Mikehpoo on July 06, 2011, 03:21:27 pm
Firstly, Thanks for the great graphics! Probably my favourite.

Second, I've embarked on a Serene biome and it has bubble bulb growing everywhere. The graphic for this bulb is really offputting and makes it hard to find anything on the top soil level, is there anyway to change this?


Turning off Varied Ground Tiles in the d_init.txt has sorted out the issue I had.

Thanks again.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: lcf on July 23, 2011, 07:02:57 am
Graphics is great (thanks for it!), but getting crash when using this specific set and looking at one tile.
After switching to ASCII or other graphics, it's fine.

Save with description available here -> http://dffd.wimbli.com/file.php?id=4712.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Slye_Fox on July 24, 2011, 11:14:44 am
I have an idea on how to get more icons, while not using TTF;

A while ago, you made flowing water with numbers on them for the depth.
A similar system could be used for the letters.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Durithill on July 27, 2011, 10:36:47 am
Hey, could someone help me? I'm trying to get an old fortress running that I've been trying to bring up through the versions as the game has progressed. Unfortunately I can no longer play this fortress because whenever I unpause the game it freezes and the game dies a violent death. After a bit of looking around, it seems that it might have something to do with using the Ironhand tileset. Looking at the error log reveals a lot of "Unit has misaligned bp modifiers.  Adjusting." errors, which I say mentioned a while ago on the forums here in conjunction with the Ironhand tileset.

I love the Ironhand tileset and would like to play this fortress (http://dffd.wimbli.com/file.php?id=4739) again if possible.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Blakmane on July 28, 2011, 08:51:36 am
Hi there,

I absolutely love the art style in this pack, but there is one thing I just can't get over. I usually play in cold or freezing biomes, and snow is appearing as a dark grey instead of white, which creates ugly contrast with other, non-snow tiles. I assume this has something to do with the new PNG transparency, but I'm only familiar with editing the old non-transparent tiles and my attempts to brighten only end up ruining the graphics.

Any ideas on how I could go about fixing this so that winter wonderland no longer looks like an old film noir? Not sure if this is a more general issue or specific to me, but I can post pictures if necessary.

Thanks for all your hard work, Ironhand!

-Blak
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Durithill on July 28, 2011, 10:22:30 am
It's been a while since I've played a map with snow on it, but if I remember correctly, the reason the snow is grey instead of white is because it's only a dusting instead of full snowfall. When you have more snow on the area, it turns white, I believe.
I don't know if there's a way to make it white all the time though.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Weaselcake on July 29, 2011, 04:01:14 pm
I wish the human models would be tweaked a bit more, Including size and detail.

I usually play this with a human-fortress mod which changes a few things, including the models. It's kind of an eye-sore to see the same few human models waltzing around.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Redial on July 31, 2011, 04:59:37 am
I came to say thanks. This mod make it easier for a new player like me.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Accessdenied on July 31, 2011, 07:58:01 pm
Ahoy.  Registered to say "THANKS!"

However, is there a link anywhere to a what each icon means?  It's more intuitive than the ascii for me.  (Which is odd.  I grew up on roguelike games.  Just goes to show).  However, I occasionally see an icon which I can't quite work out.  It looks like a mining cart in the areas I have not mined.  Pressing 'k' and cursoring over reveals nothing.

Is the icon just there so you don't get MaMoBN?  (Miles and Miles of Bl@#dy Nothing)

I have tried searching, but at present I'm kind of limited in that I haven't learnt all terminology yet and as such working out the correct search string is difficult.  If you could give me a few hints..  :P

Cheers
Dave
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Aklyon on July 31, 2011, 08:01:01 pm
Some tiles are used for multiple things, thats probably it.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on July 31, 2011, 08:10:28 pm
Yeah, the % tile is thrown in there every once in a while to break up the monotony of empty underground space.

@Durithill: The snow is actually grey because it's sharing a tile with sand. And if I made it brighter, sand would be ugly.
I figured people would be playing games in beaches and deserts and river valleys more often than glaciers.
But still, winter is kinda ugly. I know.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: dennislp3 on August 04, 2011, 06:18:07 pm
I wish the human models would be tweaked a bit more, Including size and detail.

I usually play this with a human-fortress mod which changes a few things, including the models. It's kind of an eye-sore to see the same few human models waltzing around.

I second this...I almost always play humans...Dwarves are to easy and I cant stand playing them as a surface race....I am weird like that.

I cant find a set of human sprites for stonsense either...no human love it seems
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Marble_Nuts on August 04, 2011, 10:28:42 pm
I was actually wondering if you could one day make some different tile for different traps. Could look really more awseome and be less confusing at the front gate where spike, stone fall, huge spiked ball, rotating blade and cage traps are all grouped together.

More than the confusion problem, it would just look great!!

You did an outstanding job so far, I feel bad about that but I just can't stand the ASCII, I will always play with your graphic set.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Greendogo on August 05, 2011, 06:45:57 am
Hey Ironhand, did you ever get around to doing something with the plump helmets like in this post?

http://www.bay12forums.com/smf/index.php?topic=53180.msg2151549#msg2151549 (http://www.bay12forums.com/smf/index.php?topic=53180.msg2151549#msg2151549)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Thundercraft on August 06, 2011, 01:18:27 am
...I almost always play humans...Dwarves are to easy and I cant stand playing them as a surface race....I am weird like that.

I cant find a set of human sprites for stonsense either...no human love it seems

The variation (job classes & such) of sprites for other races in Ironhand's pack does seem a bit limited.

I do not find any graphics set for playing humans on the Dwarf Fortress File Depot (http://dffd.wimbli.com/) and I doubt one was ever made. However, perhaps the follow would be a start? 
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: dennislp3 on August 07, 2011, 12:38:02 am
thanks I will tinker with those when I get a chance
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: gtmattz on August 07, 2011, 01:32:15 pm
I was actually wondering if you could one day make some different tile for different traps. Could look really more awseome and be less confusing at the front gate where spike, stone fall, huge spiked ball, rotating blade and cage traps are all grouped together.

More than the confusion problem, it would just look great!!

You did an outstanding job so far, I feel bad about that but I just can't stand the ASCII, I will always play with your graphic set.

I am pretty sure the trap icons are hardcoded, so not possible for modders to change at all...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: AlteredTomorrow on August 14, 2011, 11:38:24 am
I love this graphics set, it is my favorite of all the ones I can find.

However I'm having a problem in-game.  Sometimes in combat actions will overlap or get cut-off so I can't see entirely what's going on.  Is this a bug within the game or a problem with the graphics set?  I don't notice it happening on other sets.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Khaless on August 20, 2011, 04:08:34 am
I have a problem, that the line with the selected item on the units and jobs screen (and probably some other screens as well) is "black on black" and thus unreadable. Is there any way to change that?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Rockmole on August 28, 2011, 01:03:04 pm
I have a problem, that the line with the selected item on the units and jobs screen (and probably some other screens as well) is "black on black" and thus unreadable. Is there any way to change that?
I have the same exact problem. Plus it seems some names are cut off, perhaps wider characters like ö and ø and whatever they use sometimes. example with Th and Al in this image: http://i.imgur.com/Ieq2X.png
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Aklyon on August 28, 2011, 02:16:35 pm
Names cutting off are a truetype problem, turn it off to fix that.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Subdane on August 29, 2011, 01:29:22 am
Love this tileset been using it for awhile now :)
But perhaps someone could help me with something? When you create a new world and look at the world map, im not sure what all the "signs"/symbols mean... Like how do I recognize magma/lava on the world map? or a goblin tower and so on???
I figured out the volcano, but there are so many signs I have no idea what they represent...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Aklyon on August 29, 2011, 12:09:48 pm
magma is everywhere, you just need to get deep enough.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Forumite on September 04, 2011, 11:49:52 am
I tried installing this on my mac, but it doesn´t change critters and dwarves, they are letters and weird dwarf-like shapes unlike the ones in the dwarves.png file. Anyone have an idea what went wrong? Terrain and items work, it´s creatures that doesn´t work.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on September 04, 2011, 02:40:39 pm
Perhaps you didn't update the raw files within your savegame?
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Forumite on September 04, 2011, 03:51:08 pm
Perhaps you didn't update the raw files within your savegame?
It was something like that, only the first region I created had this problem, the next one and the arena worked fine.

Problem solved, thanks!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Russell.s on September 08, 2011, 06:33:32 am
So, I totally love Ironhand, and all my friends who play df use it too. It even got my girlfriend interested ("OMG THAT LLAMA IS SOOO CUTE!!! Can I build a fort just to collect animals?") hehehe.

I have a question, however, regarding colours. I don't know is this is quite the right place to ask, but I'm looking to change the default colours for underground cavern moss. It's usually on the floor of caverns, but I'm afraid the colours of blue/yellow/grey makes things look too dark for my likings, and I was hoping to change the colour to be a little more green, so my underground garden can be a bit more cheerful... and remind me less of the blood of underworld creatures :P. Is this possible? Does anyone know how?

Thanks everyone :)!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: narhiril on September 13, 2011, 03:27:32 pm
So, I totally love Ironhand, and all my friends who play df use it too. It even got my girlfriend interested ("OMG THAT LLAMA IS SOOO CUTE!!! Can I build a fort just to collect animals?") hehehe.

I have a question, however, regarding colours. I don't know is this is quite the right place to ask, but I'm looking to change the default colours for underground cavern moss. It's usually on the floor of caverns, but I'm afraid the colours of blue/yellow/grey makes things look too dark for my likings, and I was hoping to change the colour to be a little more green, so my underground garden can be a bit more cheerful... and remind me less of the blood of underworld creatures :P. Is this possible? Does anyone know how?

Thanks everyone :)!

These are defined in plant_grasses.txt in your raws.

Each type of grass has a line that reads something like

   [GRASS_COLORS:3:0:1:3:0:0:3:0:0:0:0:1]

Each trio of these numbers corresponds to a color.  These colors (pulled from cave moss) are mostly 3:0:0 or 3:0:1, which are shades of cyan.  Changing the 3's to 2's will make cave moss more of a green color.  Repeat as desired for other underground grasses.

This (http://df.magmawiki.com/index.php/Color) page on magmawiki should help if you want to learn more about how DF handles colors.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Russell.s on September 13, 2011, 07:16:38 pm
Ah, thanks very much! That's super handy. I shall go forth and mod the colours.

Pink unicorns may be a side effect... :D
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Marrik on September 18, 2011, 12:12:30 pm
hey, is there a list of the original dwarf fortress graphics compared to the graphics in this mod? im just starting playing Df again after a long time, and i dont remember what some of the map tiles are :P
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Starlight on September 24, 2011, 07:05:31 am
Why are the coffins still not fixed? They look like O's instead of the correct graphics! Also the spoke'd circle/wheel on the trade depots are gone too..!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: scion-of-fenrir on September 24, 2011, 07:25:08 am
Why are the coffins still not fixed? They look like O's instead of the correct graphics! excuse me, good sir, but it would seem there is a slight bug at present, where the coffins do not display correctly. Also the spoke'd circle/wheel on the trade depots are gone too..! , there is a similar bug with the circles on the trade depot - they seem to be missing.

FTFY
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Wavecutter on September 24, 2011, 09:37:14 pm
Why are the coffins still not fixed? They look like O's instead of the correct graphics! Also the spoke'd circle/wheel on the trade depots are gone too..!

Way to crack the whip slave driver. j/k. Ironhand is taking care of business but has assured us that he'd return as soon as he was able.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on October 04, 2011, 07:13:44 pm
There are still a few screens that haven't been converted to true-type support yet,
and because of that it's pretty important to have a 0 that looks like a 0.
Since that's the same tile as the coffin, we had to choose between the two.
As soon as Baughn/Toady finishes up true-type support, we'll have it back right away!

Same deal for Os

And yeah, I know it's been a while. Thanks for sticking it out. Maybe just a little bit longer... ;)
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Morwaul on October 04, 2011, 08:04:50 pm
I am reassured and content in my heart....and yet, I notice the llama is laughing......
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: jamesadelong on October 25, 2011, 12:29:13 am
I've seen pictures of angled walls here and there and I was curious. How do you get them?

Greatly appreciated.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on October 25, 2011, 10:47:22 am
Once you've got the set installed, you should be able to go into your data/init/init.txt file,
and change instances of "ironhand.png" to "ironhand_diagonal.png".

OR

You can go into your data/art directory and change the file called
"ironhand_diagonal.png" to "ironhand.png"
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: jamesadelong on October 25, 2011, 01:39:07 pm
Hate to be a pain but I can't find the original "ironhand_diagonal.png" in the art folder...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on October 25, 2011, 03:35:35 pm
Do you have the latest Ironhand graphics pack installed?
I'm pretty sure that's how I had the files set up...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: jamesadelong on October 25, 2011, 10:41:26 pm
Ah, that I didn't see. Brilliant!

Love your work by the way. Look forward to seeing what you get up to.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on October 26, 2011, 12:56:22 pm
Cool. Glad it worked out.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Gervasi on October 28, 2011, 03:11:58 am
Dear Llama,
is there any chance that we will get extra gfx for female dwarfs for this amazing piece of art, that made playing DF pleasing to the eye for me? Is it doable (fairly simple) to implement seperat icons for gender anyways? If you don´t have a go I would like to try it for myself, but then i don´t know about modding  ???
Regards

ohhhh doesn´t work :( bummer!
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Ironhand on October 28, 2011, 08:25:31 am
Yeah, that's not possible right now.
I'd love to make female dwarf sprites,
and I thought I could do it at one point,
but the game simply isn't capable of it...
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Rose on October 29, 2011, 01:42:15 am
you can always make them in stonesense.

And they'd be able to have the correct skin color.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: 612DwarfAvenue on October 29, 2011, 06:14:28 am
Yes, but that would defeat the purpose of this graphics set.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on October 30, 2011, 08:07:52 pm
(http://img.ie/39168.png)

Surprise.

I was only mostly dead.

Ironhand version 0.60. (http://dffd.wimbli.com/file.php?id=2511)

There is a ton of new material:

Dwarves are done (that's 255 unique sprites!)

Critters are up to date! Some zombies don't look like zombies yet...
But if you see an animal in the game, it'll always have a sprite now!

Goblins have unique sprites for general professions, and distinct nobles!

HUMANS! They are done, too! Same general professions as goblins.

All sheets have been reformatted so as to be efficient and attractive.

Colors, sprites and tileset have been mildly re-balanced.


Enjoy!



EDIT:
Also, check out a side project I'm working on for a class:
Playing With Fire (http://playingwithfire.umwblogs.org/)
We've got a couple writers and a web guy and I'm mostly just doing the art.
There's only gonna be like half a dozen pages total. But it'll be cool.
The first page will be posted tonight at midnight. Check it out.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Tellemurius on October 30, 2011, 08:09:00 pm
HOLY CRAP
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Aklyon on October 30, 2011, 08:10:26 pm
(http://fc06.deviantart.net/fs70/f/2011/046/a/8/balrog_by_rongs1234-d39mizl.jpg)
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Igfig on October 30, 2011, 08:45:24 pm
Awesome to the max!  I particularly like the animalmen.

(I'm slightly disappointed that forgotten beasts, night creatures, etc. still don't have graphics... but I'm sure that's on its way.)
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on October 30, 2011, 08:54:00 pm
Yeah, that's not something we can do with the way they're written.
I wish it would at least use the graphic of its base creature, but no such luck.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: KaelGotDwarves on October 30, 2011, 08:59:35 pm
I always thought the set was so good I never realised it wasn't finished.

Seriously.
Title: Re: Ironhand's Graphics Set (nothin' new)
Post by: Igfig on October 30, 2011, 09:01:13 pm
Well, don't forget about this trick:

As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.

That's not actually true, though not many people know it. Something like this would work just fine:

Code: [Select]
[TILE_PAGE:FORGOTTENBEASTS]
[FILE:beasts.png]
[TILE_DIM:16:16]
[PAGE_DIM:4:5]

[CREATURE_GRAPHICS:FORGOTTEN_BEAST_1]
[DEFAULT:FORGOTTENBEASTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_2]
[DEFAULT:FORGOTTENBEASTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_3]
[DEFAULT:FORGOTTENBEASTS:0:2:ADD_COLOR:DEFAULT]

etc.

Just repeat that 200 times, or however many forgotten beasts there are, and your beasts will have proper graphics.  Sure, the graphics won't have anything to do with what the beast actually looks like--but hey, graphics!

You can do this for demons (DEMON) and titans (TITAN), too.
Like DEMON_1, DEMON_2, DEMON_3, etc.?

Yeah, exactly.

I've been sitting on this secret for a while, mostly because of a succession game I snuck it into and didn't want to have spoiled.  But that's just about over now, so go give it a try.

Wow, cool stuff! Thanks!

It would be hard to decide what they should look like, though,
since it's not based on what they're actually made of...
Maybe I'll try to make some sort of generic monster sprite.
Something like the demon tile I have right now, but with colors.
Then I could make a sheet of like a hundred different color variations of it,
and it would make it look like each forgotten beast and titan was just randomly colored.

Might be cool.

I don't know the boogeyman and night creature's names offhand, but I'll check and report back in a moment.

EDIT: Turns out they're both NIGHT_CREATURE.

Oh, and don't forget that you can use ADD_COLOR in combination with Tile Magic to get a whole bunch of variations out of a single graphics tile.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on October 30, 2011, 09:10:10 pm
Oh, snap!
I had totally forgotten about that.
I'm gonna go and write this down right now.

Thanks again!
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Theodolus on October 31, 2011, 12:47:43 pm
Best Halloween present ever! :)
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: narhiril on November 02, 2011, 12:27:20 am
Ironhand - would you mind if I included this update with the pre-packaged version of Legends of Forlorn Realms?  I've been getting requests for it, but I didn't want to include it without your permission, since it would basically be a re-upload of your work with my mod installed over it.  It makes things convenient for end users, but I don't want to step on any toes with it, especially when it was your graphics set that got me playing DF in the first place.

Regards,

nar
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: PhantomXD on November 02, 2011, 12:47:33 am
Long time lurker here just wanted to say thanks for all the hours of joy this pack has bought me. Glad your back ^^
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Pokon on November 02, 2011, 06:56:04 pm
Its alive!

Rise, dead set from eternal slumber/ and of which new dwarves shall be torn asunder.


Anyway, what a wonderful surprise! And I thought Christmas was in december.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on November 02, 2011, 09:03:59 pm
Ironhand - would you mind if I included this update with the pre-packaged version of Legends of Forlorn Realms?

Go ahead!
I'll always say yes,
but I appreciate you asking!

Anyway, what a wonderful surprise! And I thought Christmas was in december.

Oh, it is. ;)
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Fewah on November 03, 2011, 12:18:41 am
Hey Ironhand, i made a suggestion or a remark a few post back... probably a few months ago really just before you left for you break.

i loveeeee your graphics, but my biggest gripe with it is the darkness contrast.

My biggest problem is that in heavily forested forest with shrubs and everything it's almost nearly impossible to tell whats going on. The Dark Green with the trees and some of the lighter green becomes too much and i have to pause constantly to locate things otherwise i miss everything.

My biggest problem is goblins, they are not only green but with all the other green and different tones it's overwhelming.

Another issue is that if you look down on a Z level bellow you it's abit hard to tell that it's the level bellow. Basicly the same problem with the terrain colours being too dark and similar almost.

I hope you get what i mean...?
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on November 03, 2011, 01:30:42 pm
Are you using the most recent version?
I tried to do a bit of re-balancing...

But I admit I don't really ever play the game.
So maybe I'll have another look at it if I get time.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: carebear on November 04, 2011, 08:07:37 pm
But I admit I don't really ever play the game.
Spoken like a true modder!  :D
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Iton Ibrukrithzam on November 04, 2011, 11:04:39 pm
Huzzah, the badger storm now has badger tiles!
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: schussel on November 05, 2011, 10:41:16 am
hey ironhand .. welcome back .. be assured we missed you buddy :)

*fixes the leash on ironhands collar so he cant wander off again*

:)
Title: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: SerpentStare on November 15, 2011, 03:45:22 am
I wonder, since I notice it still happening, are there any short-term plans to fix the assignment of dirt tiles as periods and commas within text screens like the dwarf thoughts and preferences screen? Can that be fixed? Are you going to add such punctuation to your tile alphabet?
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: jamesadelong on November 15, 2011, 09:52:45 am
hey ironhand .. welcome back .. be assured we missed you buddy :)

*fixes the leash on ironhands collar so he cant wander off again*

:)

*starts removing the links of the chain connected to his post*
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on November 15, 2011, 09:53:55 am
Yeah, all of that was supposed to be fixed when TTF support was implemented.
But it's still incomplete, and there's nothing I can do about it.

Eventually, all the text in the game will be TTF,
so there won't be any need for the tilesheet to even contain letters!

But until that happens, we're pretty limited in what we're able to do.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: SerpentStare on November 15, 2011, 06:28:48 pm
Drat. >.>

I guess some of the graphics-enabling work got really seriously delayed, mm?
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Theodolus on November 15, 2011, 07:31:48 pm
The last I heard from Baughn (earlier in this thread) was that full TTF support is supposed to be incoming in the next release. But the next release has been taking a while to come out so we're still waiting.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: fred1248 on November 16, 2011, 08:52:10 pm
I don't want to sound rude, but with all due respect, I think you either have color emblyopia or play on a very very large screen resolution
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Aklyon on November 16, 2011, 10:04:21 pm
Ironhand has a darker monitor than average. Or a brighter one, don't remember exactly and don't really want to poke though several pages to double check. Eitherway, its not too hard to adjust the coloring in DF.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: 612DwarfAvenue on November 17, 2011, 02:48:25 am
The last I heard from Baughn (earlier in this thread) was that full TTF support is supposed to be incoming in the next release. But the next release has been taking a while to come out so we're still waiting.

Hey, i'm alright with waiting a bit longer for the next version so TTF can be fully put in.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on November 17, 2011, 09:01:53 am
Actually, my computer died over the summer, so now I'm on a new one.
It's got a smaller screen (I can't actually use the set at its full size), and what I assume to be more normal contrast.

If you don't like my graphics set, check out Phoebus'. It's more iconographic and has better contrast and color balance.

And yeah, full TTF support would be awesome, but they've been promising it off and on for a while.
I'll believe it (and be completely thrilled) when I see it.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on December 04, 2011, 12:25:29 am
exCUSE ME?!?


(http://img.ie/18c5b.png)


This loser was the leader of the bandits at White River Watch, which is just to the east of Whiterun.
The level designers could have at least made him like a Jarl or something. :P
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: dennislp3 on December 04, 2011, 03:55:24 pm
lol that's awesome
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Gobbopathe on December 11, 2011, 07:30:04 am
Hello everybody, this is my first post here
I played yesterday with the last version of your tileset (a pleasure to play with!), and someone looked at my fortress during a trade agreement, and noticed the quality markers were not corresponding to the "vanilla game" and the DF Wiki (see below).

 Item Name    —                      1x    1x       
-Item Name-    Well-crafted    2x    unknown       
+Item Name+    Finely-crafted    3x    unknown       
*Item Name*    Superior quality    4x    unknown       
≡Item Name≡    Exceptional    5x    unknown       
☼Item Name☼    Masterful        12x    2x       
Unique name    Artifact            120x    3x    
«Item Name»    Decorated object Varies unknown

I didn't notice that before, and was wondering if everybody using your tileset met the same problem. I had a look in this thread but couldn't find any mention of that fact. Is it related to the truetype fonts going to be delivered ?

Thanks for your enlightment !
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on December 11, 2011, 09:47:33 am
Yeah, true-type will solve that problem.

If it ever happens.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: DuffDwarf on December 11, 2011, 10:11:07 am
hello^^
Is this graphic pack always updated with the new dawrf fortress stuff??

greets
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on December 11, 2011, 11:20:05 am
I do my best.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Domenique on December 11, 2011, 11:33:42 am
A while ago I've seen news about carriages and workshops getting unique sprites, is that still going on?
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on December 11, 2011, 01:08:29 pm
We haven't heard anything about that in a long time.
I'm not holding my breath.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: chris_strain on December 12, 2011, 01:02:01 am
Just stopping by to say that I love the graphics.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: 612DwarfAvenue on December 12, 2011, 06:35:07 am
Just stopping by to say that I love the graphics.

I second that.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: ScrawBR on December 12, 2011, 07:51:45 am
Hello guys,

 This is my first post here. I Ironhand mod are so nice, but i don´t have any sound/music why?
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: chris_strain on December 12, 2011, 11:31:08 am
Hello guys,

 This is my first post here. I Ironhand mod are so nice, but i don´t have any sound/music why?

Have you gone to the esc menu and checked under music and sound and made sure the sound is turned on/volume is up? If you are using the lazy newb pack and installed the graphics pack that way, I believe it toggles the sound off by default. If so then simply go to the advanced tab and turn it back on.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on December 12, 2011, 12:00:26 pm
Oh yeah, I've turned off the music because I listen to Populous 3 music when I play instead.

You can turn it back on by going into data/init/init.txt and changing [SOUND:NO] to [SOUND:YES].


Just stopping by to say that I love the graphics.

I second that.

Thanks, guys. Maybe over Christmas break I'll find some time to put some more critters together.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Iton Ibrukrithzam on December 12, 2011, 05:13:49 pm
Truly this is the face of glory.

(http://img.ie/959c2.png)
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: ScrawBR on December 13, 2011, 12:53:02 pm
Hello guys,

 This is my first post here. I Ironhand mod are so nice, but i don´t have any sound/music why?

Have you gone to the esc menu and checked under music and sound and made sure the sound is turned on/volume is up? If you are using the lazy newb pack and installed the graphics pack that way, I believe it toggles the sound off by default. If so then simply go to the advanced tab and turn it back on.

thanks for the answer, i have checked the init.txt, i saw sound option ON, but is NO. lol...
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on December 13, 2011, 06:04:03 pm
Ah, that makes sense.

Glad it's sorted out now.

@Iton. I'm a sworddwarf fan myself. But whatever works.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Tierre on December 15, 2011, 01:11:21 am
I am glad you returned to updating your tileset Ironhand. I tried playing other tilesets but they are just wrong to me - i started with yours and now i can't switch:) So i was updating various mods to tileset manually - it is better than going to tileset i mislike:)

Keep up the good work.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: htabdoolb on December 15, 2011, 10:03:41 pm
I really like this tile set, Ironhand. Thank you for making it.

I have a question about installing it, though. Do I need to copy the entire contents of the zip file into my Dwarf Fortress folder, or do I merely need to copy over the DF/raws/graphics sub folder? I don't want to lose the modifications I've made to the objects folder's files as I've played and tinkered with Dwarf Fortress.

I'm sure this question has been asked before, but I couldn't find a good guide in the magma wiki on graphics sets.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Aklyon on December 15, 2011, 10:11:54 pm
You don't need to copy the entire thing, but make sure you edit the int (or d_init, haven't played it in awhile) file to look for the new tileset.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: htabdoolb on December 15, 2011, 10:32:35 pm
Thanks, Aklyon.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Iton Ibrukrithzam on December 15, 2011, 11:28:48 pm
I really like this tile set, Ironhand. Thank you for making it.

I have a question about installing it, though. Do I need to copy the entire contents of the zip file into my Dwarf Fortress folder, or do I merely need to copy over the DF/raws/graphics sub folder? I don't want to lose the modifications I've made to the objects folder's files as I've played and tinkered with Dwarf Fortress.

I'm sure this question has been asked before, but I couldn't find a good guide in the magma wiki on graphics sets.
By the by, I recommend keeping a personal changelog(fancy name for notes) on what modifications you've made.  Makes it a lot easier to redo them if you mess something up.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: DuffDwarf on December 16, 2011, 08:35:44 am
WHERE IS THE MUSIC???
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: DuffDwarf on December 16, 2011, 09:05:00 am
Im sorry, but could you implement the music and the intro from the original version??

greets
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on December 16, 2011, 09:07:44 am
Wow, I'm surprised this hasn't come up before.

And also, I just answered this question a couple days ago.

You can turn on both sound and intro videos by changing the first couple lines of data/init/init.txt.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: DuffDwarf on December 16, 2011, 09:08:59 am
thanks :)
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Aklyon on December 16, 2011, 11:25:22 am
I'm slightly surprised there are people who play DF who don't know about the things in the init/d_init files.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Sarlare on January 05, 2012, 12:14:56 am
First off, I would like to thank you for all the time and work put into this tileset. I love the art direction and can't wait to see what else you have in store!

On another note, is it normal for human lawgivers (and other nobility) to have the zombie sprite? It seems like many of them do from my past adventure-mode experiences. I'm not sure about monarchs, however.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on January 05, 2012, 12:54:55 pm
Yeah... I remember that too. Not sure why that happened. Is it still the case?
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Deon on January 05, 2012, 02:16:58 pm
It means they don't have a proper sprite attached, so they pick random (usually a zombie one).
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on January 05, 2012, 04:47:22 pm
Yeah, but I've designated a default sprite, I thought. And it's just the normal human.
I'll check again, and make sure I've updated it for the next release.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Sarlare on January 05, 2012, 08:36:10 pm
Upon a little more poking around, it seems that at least the King uses a peasant sprite (strangely enough since there is a sprite for the king). Lawgivers, however, seem to use the zombie sprite. Hope that helps a bit!
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Deon on January 05, 2012, 09:17:40 pm
Yeah, but I've designated a default sprite, I thought. And it's just the normal human.
I'll check again, and make sure I've updated it for the next release.
Default sprites seem to bug to zombies for positions for me, so make sure to set them exactly to their name too.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on January 05, 2012, 09:37:29 pm
This is just for humans, right? Dwarves are fine?
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Sarlare on January 06, 2012, 01:18:34 am
This is just for humans, right? Dwarves are fine?

I would assume so, but I haven't had a dwarven king ever migrate to my fortress sadly :(

I also did a quick fix for the issues with human kings not using the right sprite...I tried adding [KING:HUMIES:11:4:AS_IS:DEFAULT] to the graphics_humies.txt, but for some reason it didn't seem to effect kings in adventure mode (or so I though). I also added [MONARCH:HUMIES:11:4:AS_IS:DEFAULT] and [KING_CONSORT:HUMIES:11:4:AS_IS:DEFAULT] for safe measures and now kings seem to show the proper sprite. I'm assuming the King_Consort is the queen. After fumbling around in adventure mode it seems that the lords and ladies have the peasant sprite, convincing me that it's the lawgivers who suffer having a zombie sprite. Hope that this tidbit of information helps!
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: beefy on January 06, 2012, 04:43:43 am
Heya all!

In the newest update has the unit list been fixxed yet?
Or is the selected list still black? (Wait for Truetype)
Thats the only thing thats holding me back using the tileset.
Loving the graphics! Keep up the good work. :)

Have no access to a pc right now to try this out myself...
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Ironhand on January 06, 2012, 01:48:22 pm
That's not fixed yet. Truetype is still a mess. :(

@Sarlare: thanks for all the science! I'll get it patched up eventually.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: tyrspawn on January 06, 2012, 10:01:16 pm
Recently started running into CTD issues with Ironhand, its related to this:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=3762

Someone in that ticket reccomended Gentium, i overwrote my font.ttf with that, and it looks fine and no more crashes. Just one major problem: the font is very small, and I barely read it.

How do you change the true type font size?

If it snot possible, how do you change the scale of the non-TTF? Everything is cut off with the default ironhand settings.
Title: Re: Ironhand's Graphics Set (from the GRAVE!!!)
Post by: Valience on January 17, 2012, 03:54:09 am
Recently started running into CTD issues with Ironhand, its related to this:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=3762

Someone in that ticket reccomended Gentium, i overwrote my font.ttf with that, and it looks fine and no more crashes. Just one major problem: the font is very small, and I barely read it.

How do you change the true type font size?

If it snot possible, how do you change the scale of the non-TTF? Everything is cut off with the default ironhand settings.

My limited personal knowledge and testing has shown that, with TTF on, any time a name would need to wrap around the window to display fully the game will crash. Hence why a small font will prevent some of the crashes. I believe it's probably some sort of "trying to draw stuff outside of the window, eff this brah im goin home" type error.

Anyways, to change the scale of TTf... I believe you'd have to make a new font. I haven't played with it much though. And the non-TTF stuff is whatever size the tileset you're using is, no scaling involved (unless you're zoomed in or out, of course).
Title: Re: Ironhand's Graphics Set (on the Wiki)
Post by: Ironhand on January 22, 2012, 01:13:52 pm
Hey, I noticed the pictures on the wiki are very out of date.

Is there a way to update those images to more current ones?

(http://tnypic.net/48869.png)
(http://tnypic.net/132c8.png)

If somebody wants to tell me how to do that, that'd be awesome.
I can edit the page, but I can't figure out how to upload an image. Herp derp.

Also, yes, truetype still sucks. I think it actually has to do with parsing escape characters from some of the ASCII values.
Title: Re: Ironhand's Graphics Set
Post by: Rex_Nex on January 24, 2012, 09:12:47 am
I really cant wait until the tileset scene starts back up again. It seems to have slowed down to a crawl; everyone is waiting for the next version to release.

Hopefully Ironhand will be one of those people starting to update frequently again...? You're tileset is superb, and is pretty much the only one I would recommend to just about anybody. The issues with tilesets in general need to be addressed by toady though. Hopefully either him or Baughn have done something about the various issues; half-implemented TrueType being priority IMHO.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on January 27, 2012, 10:34:23 am
Thanks for your support. It's good to know a few of you are sticking around,
even though I've been an awful host this last year.

I do intend to get back on the llama, but it's pretty hard to get motivated
when the true-type support sucks as much as it does right now.

...soon, though. Maybe.
Title: Re: Ironhand's Graphics Set
Post by: StephanReiken on January 27, 2012, 02:51:19 pm
Woo!

You 've got my support too, I started using Ironhand because of Genesis and its pretty much all I use now. :).
Title: Re: Ironhand's Graphics Set
Post by: SalmonGod on January 27, 2012, 05:51:55 pm
Woo!

You 've got my support too, I started using Ironhand because of Genesis and its pretty much all I use now. :).

Exact same here.  Pheobus is also excellent and has some great features over Ironhand, but Ironhand is by far the most visually pleasing.
Title: Re: Ironhand's Graphics Set
Post by: Tecknojock on January 27, 2012, 07:09:33 pm
This is definitely my favorite tile set.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on January 28, 2012, 08:44:22 am
Thanks, guys!
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on January 28, 2012, 09:44:42 am
This is definitely my favorite tile set.
Title: Re: Ironhand's Graphics Set
Post by: gimli on January 28, 2012, 12:45:24 pm


I do intend to get back on the llama, but it's pretty hard to get motivated
when the true-type support sucks as much as it does right now.



What happened anyway? Buaghn stopped to work on it?
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on January 28, 2012, 01:46:13 pm
Pretty sure he's just waiting for Toady to merge it into the upcoming DF.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on January 28, 2012, 02:35:27 pm
Yeah, word in the tunnels is that it's all fixed now, we just need to wait to get our hands on it.
Title: Re: Ironhand's Graphics Set
Post by: dennislp3 on January 28, 2012, 07:41:47 pm
This is definitely my favorite tile set.

^ just saying...was poking in to see what you have planned for the new version! I can only imagine what beautiful stuff will pour forth from your mighty artistic talents in the time after the new release!

Also I was curious if there was a way to slightly decrease the size of the tileset to work on a 1280 x 1024 resolution...My monitor decided to die and I was forced to downgrade. I assumed (and am likely wrong in every way) I could just like...resize the whole thing with a photo editing software then alter the proper files to accommodate the new size? I suppose I could just play and deal with some of my screen cut off since its only like a 12% difference in size or something (18x18 to 16x16)
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on January 28, 2012, 08:25:08 pm
The tileset works perfectly fine on 1366x768, you just see less things at once at default zoom if I remember it correctly.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on January 28, 2012, 08:52:43 pm
Yeah, you can fiddle the mouse wheel to zoom in to full size, and it works fine.
I'm on a 1366 monitor now too, and it still looks great. You just get a couple fewer tiles.
Title: Re: Ironhand's Graphics Set
Post by: arclance on January 28, 2012, 09:42:01 pm
Also I was curious if there was a way to slightly decrease the size of the tileset to work on a 1280 x 1024 resolution...My monitor decided to die and I was forced to downgrade. I assumed (and am likely wrong in every way) I could just like...resize the whole thing with a photo editing software then alter the proper files to accommodate the new size? I suppose I could just play and deal with some of my screen cut off since its only like a 12% difference in size or something (18x18 to 16x16)
If you really want to resize the tileset for your monitor I wrote an Octave script to do that a while ago.
It is called Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.0), the readme for it also includes instructions on what files need to be edited if you do decide to change the size of the tileset to make it display correctly.

You should know that due to the hardcoded 80 minimum displayed horizontal tiles that on a monitor with a 1280 pixel horizontal resolution Dwarf Fortress will automatically resize the tiles to 16x16 to meet this limit anyway.
I gave a more detailed explanation about the implications of the 80 tile limit here (http://www.bay12forums.com/smf/index.php?topic=87196.msg2582949#msg2582949) if anyone is interested in it.

Because you want to decrease tile size you can get decent results by setting
Code: [Select]
[TEXTURE_PARAM:NEAREST]
in init.txt instead of
Code: [Select]
[TEXTURE_PARAM:LINEAR]
This will make Dwarf Fortress use nearest neighbor interpolation instead of linear interpolation to resize the tileset (when zooming or using a tileset too large for you monitor).
Because tilesets have a low resolution NEAREST should look better than LINEAR when decreasing size.

Edit:
I put up a comparison of the results you can get from the Tileset Resizer function intended for downsizing tilesets (resize_tileset_tilebytile) comparing the different interpolation methods available in Octave for final tile sizes ranging from 24x24 to 10x10. (http://sta.sh/0d0skljlidl)
It is very large (10.4 MB) so you will need to click on the Download Image button to see the fullsize image.
That should help you decide if it you want to spend the time to resize the tileset yourself or not.
Title: Re: Ironhand's Graphics Set
Post by: dennislp3 on January 29, 2012, 01:03:03 am
...that is pretty amazing lol...thanks a bunch man!
Title: Re: Ironhand's Graphics Set
Post by: dennislp3 on January 30, 2012, 09:04:03 pm
http://www.bay12forums.com/smf/index.php?topic=99864.0

The above is a patch that fixes the TT issue...so...yeah dont have to wait for the release!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on February 01, 2012, 09:49:06 pm
Wow, cool! I'll have a look.

I should start spritin' it up anyway, huh?
Not long now before you people are gonna want an update!
Title: Re: Ironhand's Graphics Set
Post by: Sarlare on February 01, 2012, 11:59:52 pm
Wow, cool! I'll have a look.

I should start spritin' it up anyway, huh?
Not long now before you people are gonna want an update!
Hurrah! I wonder if were-creatures will have their own sprites...only time will tell :D
Title: Re: Ironhand's Graphics Set
Post by: dennislp3 on February 02, 2012, 12:09:49 am
Wow, cool! I'll have a look.

I should start spritin' it up anyway, huh?
Not long now before you people are gonna want an update!

I was actually tempted to ask if you started working on an update yet XD I wont really be playing the new release until the first bug fix release (at least) and I wont get really into it until I have your wonderful sprites ready for it!
Title: Re: Ironhand's Graphics Set
Post by: Torch on February 03, 2012, 04:08:53 am
Hi! New to DF and your graphic set is making the experience quite enjoyable but I'm wondering if it's possible to switch to the numbered water instead of the visuals while keeping the other sprites?
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on February 03, 2012, 09:02:33 am
Pretty sure theres an option for that, did you check the init or d_init for anything that would sound like it did that?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on February 03, 2012, 10:28:10 am
open data\init\d_init.txt

change
[SHOW_FLOW_AMOUNTS:NO]
to
[SHOW_FLOW_AMOUNTS:YES]
Title: Re: Ironhand's Graphics Set
Post by: Torch on February 03, 2012, 11:27:22 am
Found it.  Thanks Aklyon & Ironhand.
Title: Re: Ironhand's Graphics Set
Post by: Deltaway on February 05, 2012, 10:51:50 pm
Have you seen this from today's dev report?

"I think I'm going to incorporate Baughn's SDL changes tonight."

What does that mean for Ironhand?
Title: Re: Ironhand's Graphics Set
Post by: Aklyon on February 05, 2012, 11:07:04 pm
It means either fully fixed TrueType, or closer to it by a lot. And some other things.
Title: Re: Ironhand's Graphics Set
Post by: Blah on February 06, 2012, 02:55:02 am
Small detail that annoys me: hammerdwarves are wielding something that's too massive to be a war hammer. Actual war hammer: http://en.wikipedia.org/wiki/War_hammer

We can also see how they were intended to be from the raws:
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]

[ITEM_WEAPON:ITEM_WEAPON_MACE]
[NAME:mace:maces]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]

Mace size 800, war hammer size 400. Mace contact area 20, war hammer contact area 10.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on February 06, 2012, 09:48:53 am
...What does that mean for Ironhand?

It means an awful lot, potentially.
If TTF support is fixed, it means we suddenly have
some fifty new tiles to play with.

The largest complaint I get about this set is that
the text and tiles don't play well together.
And they don't.
But that's because we've been getting a head start on THIS.

All of a sudden, the text and tiles are going to be separate things.

So we'll have a .ttf file for fonts, and all those spaces in the ASCII sheet are freed up.

Which would be TOTALLY AWESOME.
Everybody cross your fingers.

warhammers!

Cool, thanks for the science.

The priority right now is the new stuff for the new release, but
I've never quite been happy with the warhammers anyway.
So I'll put this on the list!
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on February 06, 2012, 10:10:45 am
Oh, speaking of which, does anybody know where I can find a list of features for the next version?

I'd like to get a head start on it now, so there's less turnaround time when it's released.
Title: Re: Ironhand's Graphics Set
Post by: dennislp3 on February 06, 2012, 11:07:43 am
Oh, speaking of which, does anybody know where I can find a list of features for the next version?

I'd like to get a head start on it now, so there's less turnaround time when it's released.

https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on February 06, 2012, 02:47:52 pm
Sweet! Thanks!
Title: Re: Ironhand's Graphics Set
Post by: Tecknojock on February 09, 2012, 01:13:42 am
All of a sudden, the text and tiles are going to be separate things.

So we'll have a .ttf file for fonts, and all those spaces in the ASCII sheet are freed up.

Which would be TOTALLY AWESOME.

Not only that, but DF supports extended ANSI, which will leave roughly 55 open character slots once all the characters necessary for DF are allocated, so those 55 characters could be used as tiles as well, albeit they can't be as fancy because characters only allow for on and off, with no partial shading (well hatching and half toning can be done).

Quote
Just tested it, it seems DF supports ANSI, but not Unicode, so that means that 0-129 ,141-144, and 157-158 are reserved for the numbers, letters, punctuation, and OS while 192-255 are reserved for accents. That leaves 130-191 (minus those listed above) (55 characters) that can be used as tiles. So, the max tiles available once true type is working are 255 full alpha graphics in the graphics file, and 55 characters (2 bit) that can be embedded in the font file.
Title: Re: Ironhand's Graphics Set
Post by: Baughn on February 09, 2012, 11:47:33 am
Yeah, roughly.

The TTF support isn't flawless yet, but it's a lot closer than it used to be.

Unfortunately I can do a strictly limited number of improvements between DF versions, since I don't have the source code to DF as such and it starts crashing if it gets too much out of sync, so this release will also mark the point where I can start working again.

I don't really remember everything I did, but going by the commit list..
- Some improvements/bugfixes to macro functionality. Meh.
- The TTF code has been.. rewritten? That's terribly vague.. well, never mind. I'm sure it's good.
- TTF has acquired a notion of tab-stops, otherwise known as colons, which makes the menus look much better.
- You can toggle TTF on and off in-game with F12.
- Strings are abbreviated in a TTF-aware manner, so they don't get truncated when the TTF usage would leave a big blank space on the right.
- TTF has acquired an 'auto' mode in addition to on/off, where it'll turn itself on if the tileset is large enough. 14 vertical pixels, by default.
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on February 09, 2012, 03:26:22 pm
Is it to the point where you don't need to rely on letters from the tileset?

Before, for example, the dwarf description screen didn't use TTF text...
Title: Re: Ironhand's Graphics Set
Post by: Baughn on February 09, 2012, 05:21:18 pm
I can't answer that. But not to my knowledge, sorry.

You can at least toggle them on and off quickly, which would help if you want to develop a theoretical tileset. The existence of which might push Toady. :P
Title: Re: Ironhand's Graphics Set
Post by: jamesadelong on February 14, 2012, 04:54:34 am
Question: will ironhand work with the new version?
Title: Re: Ironhand's Graphics Set
Post by: recluser on February 14, 2012, 06:13:56 am
Question: will ironhand work with the new version?

Answer: Provided there is justice in this world - yes. (eventualy)
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set
Post by: jamesadelong on February 14, 2012, 06:20:06 am
Answer is no for now. I just loaded a fortress and got madness instead. HUMAN MADNESS!
Title: Re: Ironhand's Graphics Set
Post by: recluser on February 14, 2012, 06:27:14 am
I just loaded a fortress and got madness instead. HUMAN MADNESS!

Your forts name wouldnt include words like ''sparta'' now would it?  ;)
Title: Re: Ironhand's Graphics Set
Post by: jamesadelong on February 14, 2012, 06:34:59 am
HUMAN SPARTA MADNESS!
Title: Re: Ironhand's Graphics Set
Post by: Plasson on February 14, 2012, 06:52:59 am
Playing the new version with IH 0.6,   only a few minor issues.  Like wall-terminals seem to have defaulted,  and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood,  should one jugde by their sprite.



and I'm not comfortable with the colors in this version.  (used 0.57 up until now)  and claystone and Schist wich my first embark has massive layers of..  well I just can't see any distinction between floor and rough walls
Title: Re: Ironhand's Graphics Set
Post by: dieffenbachj on February 14, 2012, 09:24:37 am
Playing the new version with IH 0.6,   only a few minor issues.  Like wall-terminals seem to have defaulted,  and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood,  should one jugde by their sprite.

and I'm not comfortable with the colors in this version.  (used 0.57 up until now)  and claystone and Schist wich my first embark has massive layers of..  well I just can't see any distinction between floor and rough walls

Um, well, maybe you should wait till Ironhand patches, then see how the new version works with his tileset?
Title: Re: Ironhand's Graphics Set
Post by: Ironhand on February 14, 2012, 09:47:19 am
On it.
Title: Re: Ironhand's Graphics Set
Post by: nohrel on February 14, 2012, 09:54:15 am
On it.

Ironhand woooho! Gogo!
Title: Re: Ironhand's Graphics Set
Post by: Wavecutter on February 14, 2012, 10:13:55 am
Awesome!
Title: Re: Ironhand's Graphics Set
Post by: Plasson on February 14, 2012, 10:37:01 am
Playing the new version with IH 0.6,   only a few minor issues.  Like wall-terminals seem to have defaulted,  and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood,  should one jugde by their sprite.

and I'm not comfortable with the colors in this version.  (used 0.57 up until now)  and claystone and Schist wich my first embark has massive layers of..  well I just can't see any distinction between floor and rough walls

Um, well, maybe you should wait till Ironhand patches, then see how the new version works with his tileset?

couldn't wait :P  ,  and I'm both pleased and surprised it's working atleast 95%  without causing any hangs or crashes.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 14, 2012, 10:38:49 am
Alright, here's a temp build (http://dffd.wimbli.com/file.php?id=2511) for you guys to play with!

This is a repackage with DF 0.34.01.

And that's it, actually. It's just a temporary thing so you can get your hands on the new DF release.

There are a bunch of new creatures in the game that aren't supported yet.
And you'll get warnings in your error log about all my zombie/skeleton calls in the graphics raws.

So just ignore those. They won't hurt anything... I hope.

I've got classes all day, but I'll see what I can do.

I'll have it all fixed up by tonight, and I'll start making some new critters.

...there are a LOT.  :o



Enjoy!
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: nohrel on February 14, 2012, 10:42:52 am
Alright, here's a temp build (http://dffd.wimbli.com/file.php?id=2511) for you guys to play with!

This is a repackage with DF 0.34.01.

And that's it, actually. It's just a temporary thing so you can get your hands on the new DF release.

There are a bunch of new creatures in the game that aren't supported yet.
And you'll get warnings in your error log about all my zombie/skeleton calls in the graphics raws.

So just ignore those. They won't hurt anything... I hope.

I've got classes all day, but I'll see what I can do.

I'll have it all fixed up by tonight, and I'll start making some new critters.

...there are a LOT.  :o



Enjoy!

Well done kind sir! Downloading
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wavecutter on February 14, 2012, 11:38:26 am
Rolling a new world now!  8)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: kzel on February 14, 2012, 11:39:33 am
The package for the previous version works quite well with the new release.
Just a couple of plant and fish raws to edit to get their proper tiles, and in graphics_critters.txt and graphics_dwarves.txt replace all ZOMBIE and SKELETON with ANIMATED for undead to show up. It's a shame both types of undead now share their tag but oh well.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: BradUffner on February 14, 2012, 12:20:27 pm
How is the True Type support looking in this version?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 14, 2012, 12:59:10 pm
Hmmmm.... yeah, seems like undead don't use a tile at all now.

I tried using ANIMATED, but that didn't do the trick either.
Animated creatures just flash back and forth between
their base sprite and one of the tiles I'm using for gemstones.

So I'll probably move that tile to somewhere else,
and make that one look like a skull or something.

But yeah, it's a pity.
I spent a lot of time making zombies and stuff.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: nohrel on February 14, 2012, 01:06:08 pm
The tileset is brilliant, I tried to use the wiki and stuff (didn't find a solution, was editing init a lot of times) because I have one issue
The Font "words in the game " are really small as in to small for me, Is there a way to make the "text in the game" larger? I apologize for the newbie question.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: kzel on February 14, 2012, 01:47:27 pm
Undead tiles are showing up for me, at least dogs, cats and yak cows.
I basically replaced each entry dealing with undead to something like :
  [ANIMATED:CRITTER:3:0:AS_IS:ANIMATED]

They do the flashing thing between their zombie tile and the gemstone one, though.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: dennislp3 on February 14, 2012, 01:47:44 pm
I am so glad you made a temp fix...I was worried I would have to wait a week or some crap to even fire it up (I can do ASCII but your graphics are like crack...and I got hooked)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: tyrspawn on February 14, 2012, 01:52:41 pm
I am so glad you made a temp fix...I was worried I would have to wait a week or some crap to even fire it up (I can do ASCII but your graphics are like crack...and I got hooked)

Yep.. I pretty much can't play without a tileset.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 14, 2012, 02:01:58 pm
Okay, I guess it's just for humanoids and parts and stuff that it's not working.

I did the same thing for critters, so I'll just assume that works.

Are there still skeletons and zombies in the game,
or is everything just "animated" now?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wastedlabor on February 14, 2012, 02:18:33 pm
First post says 0.41.01 instead of 0.34.01. :P

Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 14, 2012, 03:19:24 pm
Lysdexwhat?

Thanks. Fixed.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Subdane on February 14, 2012, 04:00:44 pm
Wow you are fast! This is GREAT thx a lot ;)

High five coming your way
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: shiverczar on February 14, 2012, 04:27:55 pm
*pushes the high five along so it reaches its target sooner*

Good luck on the update.

Earlier today, when I saw the news that DF had been released, I was torn between waiting a few days for you to put something out or playing in ASCII since I had never quite got a handle on it originally in ASCII (I'm okay with simpler games in ASCII but with DF I was horrified when I saw all the dots and squiggles and letters everywhere, so after running several different tiles, finally got stuck on yours)... And am grateful I no longer have to make that difficult choice by the time I'm home at a viable computer. :)

I shall name my first dwarfchild after you.

(Not that that's a good thing :P)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 14, 2012, 04:37:13 pm
*pushes the high-five waves even further forward*
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 14, 2012, 06:46:57 pm
5.9999999.

Is that five high enough?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: dennislp3 on February 14, 2012, 07:01:37 pm
5.9999999.

Is that five high enough?

5.999999999999

I was hoping for at least that...maybe I am just to optimistic for my own good?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Table Turning on February 14, 2012, 07:25:12 pm
Thanks a bunch for doing a quick fix for the update, your graphics are real easy on the eyes.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wastedlabor on February 14, 2012, 07:35:22 pm
Is that five high enough?

(http://i.imgur.com/9ahob.gif)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ripolix on February 14, 2012, 08:18:05 pm
How do I install a tileset without LNP?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Nan on February 14, 2012, 08:50:21 pm
How do I install a tileset without LNP?
It's generally as simple as first extracting the game for your OS (windows, linux or mac) then extracting the tileset into the game folder.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: danaris on February 14, 2012, 09:07:13 pm
How do I install a tileset without LNP?
It's generally as simple as first extracting the game for your OS (windows, linux or mac) then extracting the tileset into the game folder.

It's important to note, though, that when unzipping files on the Mac, it will not automatically merge folders with identical names.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: bombzero on February 14, 2012, 11:28:03 pm
thank you, even with sqaure curses font i cant stand ASCII, tilesets have spoiled me.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: MiniMacker on February 15, 2012, 04:20:30 am
Aye. It's like sleeping on a new mattress.

If you go back to your old one, it's going to feel stiff and bulgy.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Antonater on February 15, 2012, 05:30:23 pm
ok so it crashes everytime i talk to somone in adventure mode :(
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: dennislp3 on February 15, 2012, 05:35:17 pm
ok so it crashes everytime i talk to somone in adventure mode :(

This is actually a common bug with the new version. You cant do anything about it except gen a new world until the bug is not present. I had to Gen 6 total worlds before I got one that worked.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Antonater on February 15, 2012, 05:35:47 pm
it took me an hour to gen my world D:
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: beefy on February 15, 2012, 05:56:27 pm
How is the True Type support looking in this version?

Would also love to know this!
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 15, 2012, 06:31:14 pm
It's not great.

The dwarf description screen, for example, still doesn't use TTF.

:(

It makes me sad.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: dennislp3 on February 15, 2012, 06:36:49 pm
Aye...me too...but its still not scaring me off!
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: nenjin on February 15, 2012, 07:26:34 pm
People are sharing stable seeds here. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5053#c19646)

Certainly better than genning multiple worlds given how long it takes now.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: narhiril on February 15, 2012, 11:06:45 pm
It's not great.

The dwarf description screen, for example, still doesn't use TTF.

:(

It makes me sad.

I just want to know if it still crashes with long item names.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Yaotzin on February 16, 2012, 05:38:16 am
Where can I get some screenies of Ironhand tileset? I need to decide whether to use his or Phoebus. Already use Ironhand dorfs.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wastedlabor on February 16, 2012, 08:50:38 am
Go to the Ardentdikes thread in Community Games, pages 72 and 73.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Antonater on February 16, 2012, 12:12:27 pm
Is your patch workable with the current release? it says .60 as opposed to .61 on your full game thing?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Igfig on February 16, 2012, 02:59:52 pm
Is it just me, or have the ramps been looking a little rough since the hyper-crisp (and awesome) walls update?

(http://alleg.franontanaya.com/ardentdikes/tobulchased.png)
(image from Ardentdikes)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Gunnarr on February 16, 2012, 11:17:10 pm
this tileset updated?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: BradUffner on February 16, 2012, 11:30:19 pm
this tileset updated?

It's updated enough to work.  It has some issues, but it's still very useable.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 17, 2012, 10:50:16 am
The ramps are a tough beast to wrangle.

They are used for mountains on the world map,
the heads of ballista arrows,
natural hill slopes,
and carved ramps.

I'd love to make a dynamic tile that's actually a slope from one height to the other,
but that's not possible right now...
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Igfig on February 17, 2012, 01:14:03 pm
Yeah, I know what you mean. But maybe if you smoothed it out and made it look a bit more like the down ramp? The "plain gradient on a dark background" of the down ramp looks good as both natural and constructed ramps, and matches the left and right ballista heads a little better too.  I'm less sure about the mountains, but I bet they'd look good either way.

Also, one other benefit of going the gradient route: since the down ramp goes from a dark shade to a medium shade, you could get a nice sense of depth if the up ramp went from a medium shade to a light shade.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: runiq on February 17, 2012, 04:30:33 pm
Hey,

Just wondering – the 0.61 temp version you provided is packaged with the Windows version of DF, I assume. In order to get your set to work with Linux, is it enough to just copy the raws and the changes to the init files over to my Linux DF folder?

Edit: I'll just use the 0.60 update version as a guide and try my best. I mean, what could possibly go wrong. ;)

Edit2: Everything seems to work fine. Do you want me to upload this somewhere?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Justiceface on February 17, 2012, 05:28:50 pm
Oh please upload a Linux version!  I downloaded the latest pack and realised after I'd unpacked it that it's the Windows version. :(
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wastedlabor on February 17, 2012, 05:45:26 pm
Overwritting the linux version with Ironhand's zip has always worked for me.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: runiq on February 17, 2012, 06:24:48 pm
Oh please upload a Linux version!  I downloaded the latest pack and realised after I'd unpacked it that it's the Windows version. :(

Honestly, I didn't do much. Just diffed and copied over the files that were used in the 0.60 update version.

I won't upload to dffd, don't want Ironhand to have to cope with nameclashes or anything. Get the file from my dropbox, here: http://dl.dropbox.com/u/26784238/update-0.61-temp.7z
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: hart on February 17, 2012, 06:58:35 pm
Having a slight problem with the Job List screen. The line of a 'selected' dorf is completely black.

Spoiler (click to show/hide)

Any suggestions for a quick fix?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 17, 2012, 07:03:15 pm
Yeah, apparently the update works just fine with the new version of the game. So that's cool.

The text thing is something I cannot fix. It's been that way for a year, and it's a TTF support issue.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 17, 2012, 07:04:06 pm
Turn off ttf.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: hart on February 17, 2012, 07:18:24 pm
Yeah, apparently the update works just fine with the new version of the game. So that's cool.

The text thing is something I cannot fix. It's been that way for a year, and it's a TTF support issue.
:(
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: rooth on February 18, 2012, 08:48:44 am
First of all; I love your tileset and mods that forced me to change to another one could never keep me playing longer than a day before i switched back.

I'm quite a noob with installing/updating tilesets and used to let the LNP do all the hard work for me. Last night I finally started a new fort with your 34.01 download, the new therapist and raws i spent an hour ''fixing'' to prevent lag and pet-issues.

However, Toady just released a new, apparantly savebreaking, update; 34.02

What are my options now in order to get to play a fort with your visually pleasing graphics now? Can I manually edit his upload to get your graphics to work or should I wait for a new upload? And on a sidenote; do I need to edit my raws again for other issues or could I copy my creature raws from the old map without hassle?

Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 18, 2012, 09:17:11 am
You could use this (http://dffd.wimbli.com/file.php?id=2511)!  ;D

The update pack should still work, too.
But there's a packaged version.

I've fixed the skeleton/zombie issue now too.
Still no new critter sprites, though...
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Manveru Taurënér on February 18, 2012, 09:23:56 am
Woo, just noticed the new version was out and already an Ironhand version ready for download, awesome! Love your set btw, been lurking a while and just recently made an account, keep up the good work :)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: rooth on February 18, 2012, 09:33:25 am
You could use this (http://dffd.wimbli.com/file.php?id=2511)!  ;D

The update pack should still work, too.
But there's a packaged version.

I've fixed the skeleton/zombie issue now too.
Still no new critter sprites, though...

 :o  :D :D :D :D :D :D
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 18, 2012, 10:37:18 am
TrueType toggle is on F12, if you're having a problem with it.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: BigD145 on February 18, 2012, 02:25:14 pm
TrueType toggle is on F12, if you're having a problem with it.

The new 62 temp does not have 34.02's interface file, at the very least. I can't even guess what else might not have been copied over from 34.02.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: MiniMacker on February 18, 2012, 04:57:10 pm
Question. The update pack (As in, the non-game pack), is it compatible with 0.34.02?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: gimli on February 19, 2012, 07:49:19 am
So, txt/gfx is still not "separated" in the SDL version? IE. letters & symbols are still being used to display various stuff in the game?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 19, 2012, 10:27:10 am
Yes.

And yes.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: ShnitzelKiller on February 19, 2012, 12:56:17 pm
Yes.

And yes.
What about MiniMacker's question? This is my favorite tileset, but I don't want to corrupt my saves if it isn't compatible. with .02.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: MiniMacker on February 19, 2012, 01:35:43 pm
Yes.

And yes.
What about MiniMacker's question? This is my favorite tileset, but I don't want to corrupt my saves if it isn't compatible. with .02.
According to Toady, there was some nasty corruption issue from the start. Which would slowly cause the save to become more and more unstable.

So I'd recommend you start over like me.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 19, 2012, 02:04:52 pm
I'm pretty sure Toady said the 34.01 saves would either slowly die for the aforementioned corruption, or just not work at all with 34.02.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 19, 2012, 03:01:16 pm
The way that saves are created and stored are almost certainly changed, and 34.01 saves are not compatible at all with 34.02 (the game doesn't even recognize them, as far as I can tell). 

Because of the change in the way saves are stored and read, 34.02 is a complete compatibility break with all previous versions.

-----

And Ironhand, can you tell me how to fix the old graphics so that zombie graphics can be used again?  I need to update a custom race mod of my own...
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: ShnitzelKiller on February 19, 2012, 06:33:39 pm
Yes.

And yes.
What about MiniMacker's question? This is my favorite tileset, but I don't want to corrupt my saves if it isn't compatible. with .02.
According to Toady, there was some nasty corruption issue from the start. Which would slowly cause the save to become more and more unstable.

So I'd recommend you start over like me.

I understand that, but it's not what I meant. My save is already up to date, it's just that I have a different (compatible, but inferior) texture pack installed, because as far as I can tell, the last update to the ironhand pack is for the previous patch, 34.01. I have checked the package and noticed that it comes with version 34.01 despite saying it is packaged with 34.02, which is the only reason I am reluctant about installing the non-package patch over my current saves. That is, I'm waiting for an update to the set, but I am asking whether this is necessary.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: utilitarian on February 19, 2012, 06:44:19 pm
Hi, I'm having a little problem...



I'm on 0.34.02, and on a mac. I can usually just copy over the files into their respective directories, and did so. I used this version:
http://dffd.wimbli.com/file.php?id=2617 .

However, this is what my game currently looks like:
(http://i.imgur.com/5DdQH.png)

Any ideas on what's causing this/how to fix it?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: dieffenbachj on February 19, 2012, 09:15:21 pm
NOTE: If walls look like mushrooms or turtles or something, UPDATE YOUR SAVEGAMES!
All you need to do is copy your raw folder, and replace the one inside your save file(s).

Though if that map is from before 34.01, you should know that 34.01 save-incompatible with previous versions (and 34.01 had some kind of 'building leak' that would eventually destroy your save... so, from now on, if you want to play the latest DF you need a map made in 34.02)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Spiderking50 on February 19, 2012, 11:44:13 pm
So, we've established this much so far: That 34.01 files slowly bleed data like a dwarf with a lethal paper cut, and also because of that they are incompatible with 34.02. However, IRONHAND graphics, mine and many other's favorite graphics pack currently runes on 34.01 and not 34.02 so IRONHAND currently bleeds to death with the 34.01 it runs on. The question then is, when is the 34.02 update coming so we can use IRONHAND and continue to be assaulted by mosquitoes, were-creatures, necromancers, and vampires?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: RadHazard on February 20, 2012, 12:08:16 am
The current Ironhand download (http://www.bay12forums.com/smf/index.php?topic=53180.0 (http://www.bay12forums.com/smf/index.php?topic=53180.0)) is for version 0.34.02. It looks like only the .exe was updated in that download, since the file_changes.txt and release_notes.txt are still the ones from 0.34.01, but the game itself is 0.34.02.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Hippoman on February 20, 2012, 12:18:50 am
Hey! I haven't kept up with Ironhand in ages, but I noticed you redid all of it and got rid of my furnace dwarf!
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: ShnitzelKiller on February 20, 2012, 12:56:55 am
The current Ironhand download (http://www.bay12forums.com/smf/index.php?topic=53180.0 (http://www.bay12forums.com/smf/index.php?topic=53180.0)) is for version 0.34.02. It looks like only the .exe was updated in that download, since the file_changes.txt and release_notes.txt are still the ones from 0.34.01, but the game itself is 0.34.02.

Oh, good. So to install it to my existing saves, I just copy the raw folder?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: spadark on February 20, 2012, 03:04:09 am
I still need the previous version (2010 .31), where can I find it? thx
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: utilitarian on February 20, 2012, 11:39:33 am
EDIT: Was not related.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Knight Otu on February 20, 2012, 11:55:44 am
For some reason I am stuck playing as humans after manually updating 0.34.02 with 0.6 graphics. Does anyone here know how to change it back to dwarves?

I've tried genning a new world to no avail. I'm not too knowledgeable about modding/the raws but under cursory inspection only dwarves were found to have the [CIV_CONTROLLABLE] tag.
Something you did caused a duplicate error most likely. Check your error log, and you raw/objects folder for any "(copy).txt" or backup.txt or whatever else might be an automatic backup, and delete the extraneous files. That'll take care of things for any new world you generate.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 20, 2012, 04:24:39 pm
I've been making graphics for some of the new animals, starting with birds, and putting them in this thread (http://www.bay12forums.com/smf/index.php?topic=101137.0), but it seems like nobody else is really following it... do you guys want me to update this thread when I get a new batch of graphics pushed out, or should I keep in in its own thread?

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wastedlabor on February 20, 2012, 05:01:40 pm
Wow, those are awesome. I love the parakeet.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 20, 2012, 05:02:39 pm
Looks nice indeed.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ehndras on February 20, 2012, 05:28:41 pm
Hmm, buggy issue. Installed the temp, adv mode doesn't work well. Crashes every time I talk to an NPC, and do a few other things. :| Haven't tried Fort mode yet.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 20, 2012, 05:50:34 pm
Try getting a 34.02 vanilla SDL download, then copy the files needed for Ironhand's set into that?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 20, 2012, 06:23:52 pm
I'm tired of getting attacked by ravenous packs of "h"s and "d"s, so I made a couple hyenas and dingoes.

(http://i42.tinypic.com/xpzfc.png)

If there are any other creatures that people get attacked by on an abnormally frequent basis, I can prioritize those, as well.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Neonivek on February 20, 2012, 06:49:17 pm
Cheetahs and Giant Mosquitos apperantly.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 20, 2012, 07:02:14 pm
Mosquitos was suppodely fixed by .02, though.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 20, 2012, 07:09:51 pm
Giant Mosquitos still exist, though.

Anyway, cheetahs already were a part of the graphics, weren't they?

But, anyway, I whipped up a mosquito really fast:

(http://i41.tinypic.com/2467tz6.png)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 20, 2012, 10:25:20 pm
OK, I rammed through almost all the rest of the birds that weren't done by Kafine (there are 28 new birds total).  That's 19 plus Kafine's 3 non-overlapping birds.

I swear, every bird-owner who plays DF decided to donate to get their own particular flavor of small parrot in the game...  Well, I guess it'll make those people happy, so that's all well and good, but it seems a little odd that we have a world filled with more pet shop creatures than wild animals.  (And who, exactly, is going to be afraid of "Peach-faced Lovebirdman"?) I have no idea how many of these birds are different other than the markings, so I just started palette swapping a couple of them.

(http://i41.tinypic.com/nwxzzc.png)

Swan, Wren, Osprey, Emu.
Lorikeet, Cockatiel, Peach-Faced Lovebird, Masked Lovebird.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Myiagros on February 21, 2012, 08:50:59 am
Excellent work on the mod. I am having issues with crashes though. First year goes by pretty smooth without any problems besides extremely low FPS, could just be my embark area though(more water and rain than I had in the embark from 34.01 which was near max FPS).

Early into the second year the game crashes just after the first migrant wave, usually before they can all show up. I try again and save the game when the migrants arrive. The wave completes this time but then crashes the next month. I then repeat saving and continuing throughout the migrant wave and am able to continue playing but after a few months it crashes again.

Is there any sort of crash log that I can check to find out what is causing the problems? In 34.01 I was able to play through 2 years straight without a crash but now it seems that I can only get through 6 months to a year before it crashes.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Talas on February 21, 2012, 11:14:42 am
..
But, anyway, I whipped up a mosquito really fast:

(http://i41.tinypic.com/2467tz6.png)
I like it!

So I took the liberty of un-gianting your mosquito, so there are 2 versions, normal and giant..
(http://dl.dropbox.com/u/60088651/mosquito.png)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: BigD145 on February 21, 2012, 12:52:33 pm
Excellent work on the mod. I am having issues with crashes though. First year goes by pretty smooth without any problems besides extremely low FPS, could just be my embark area though(more water and rain than I had in the embark from 34.01 which was near max FPS).

Early into the second year the game crashes just after the first migrant wave, usually before they can all show up. I try again and save the game when the migrants arrive. The wave completes this time but then crashes the next month. I then repeat saving and continuing throughout the migrant wave and am able to continue playing but after a few months it crashes again.

Is there any sort of crash log that I can check to find out what is causing the problems? In 34.01 I was able to play through 2 years straight without a crash but now it seems that I can only get through 6 months to a year before it crashes.

I'm guessing it's because .62 only had the main exe from 34.02 copied over. I think the raws are still from 34.01.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 21, 2012, 02:52:27 pm
(http://i41.tinypic.com/2079jfd.png)

All the birds from creature_birds_new.txt except for the magpie, kestrel, and kakapo that Kafine did (and I hadn't already done).

Crow, Raven, Barn Owl, Snowy Owl, Loon, White Stork
Swan, Wren, Osprey, Emu, Cassowary, Kea
Lorikeet, Cockatiel, Peach-Faced Lovebird, Masked Lovebird, Parakeet, Gray Parrot
Great Horned Owl, Albatross, Eagle, Peregrine Falcon, Puffin, Sparrow
Hornbill, Bushtit, Ostrich, Kiwi Bird

I redid several of these, including the barn owl, raven, gray parrot, white stork, loon, kea and maybe something I'm forgetting to make them look a little better.

I'll get the child versions and -man versions out probably tommorow or so.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 21, 2012, 02:57:36 pm
You are good at birds, Kohaku.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 21, 2012, 03:13:32 pm
You are good at birds, Kohaku.

Thanks.

Hopefully, once I'm done with the baby versions, small versions, -man versions, zombie versions, small zombies, -man zombies, and baby man zombies, I'll be as good with the insects and slugs and such...

There's something like 300 total new creatures (plus children and zombie versions of all of them) so there is plenty of stuff to still do.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Myiagros on February 22, 2012, 08:14:10 am
Excellent work on the mod. I am having issues with crashes though. First year goes by pretty smooth without any problems besides extremely low FPS, could just be my embark area though(more water and rain than I had in the embark from 34.01 which was near max FPS).

Early into the second year the game crashes just after the first migrant wave, usually before they can all show up. I try again and save the game when the migrants arrive. The wave completes this time but then crashes the next month. I then repeat saving and continuing throughout the migrant wave and am able to continue playing but after a few months it crashes again.

Is there any sort of crash log that I can check to find out what is causing the problems? In 34.01 I was able to play through 2 years straight without a crash but now it seems that I can only get through 6 months to a year before it crashes.

I'm guessing it's because .62 only had the main exe from 34.02 copied over. I think the raws are still from 34.01.
I found out that disabling True Type Fonts completely clears the crashes that I was having, managed to play over a year last night with no issues.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Greendogo on February 22, 2012, 09:50:55 am
There's something like 300 total new creatures (plus children and zombie versions of all of them) so there is plenty of stuff to still do.
Does that 300 include the children/zombie/giant/-man versions?  Or are there 1500 (300 x 5[different versions]) little creature icons needing to be done in DF2012?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 22, 2012, 10:14:46 am
There's something like 300 total new creatures (plus children and zombie versions of all of them) so there is plenty of stuff to still do.
Does that 300 include the children/zombie/giant/-man versions?  Or are there 1500 (300 x 5[different versions]) little creature icons needing to be done in DF2012?

300 new creature definitions in the raws - that means "giant" and "-man" versions count (so 100 new natural creatures), but that doesn't count child and zombie versions, so since those can mix-and-match, there are up to 1200 new graphics to be done.

With that, roughly 30 down, 1170 to go.

... and suddenly, I feel a need to cry.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 22, 2012, 11:45:22 am
Yeah, welcome to spriting for Dwarf Fortress!  ;)
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 22, 2012, 12:20:34 pm
OK, my whatever-mans are coming out like absolute crap, and I'm not sure how to fix them.

(http://i42.tinypic.com/jsc3mb.png)

Loonman, Barn Owlman, Snowy Owlman
Kiwiman, Storkman, Crowman

I haven't bothered to put the outlines on the bottom three, in case you're wondering what's different, but that's something that is easy to do and which I don't particularly like putting on the graphics, but I do anyway, just because everyone else does it.

Because of this, I think I'm just going to do baby versions and then move on to the creature_bug_slug_new.txt critters.  I'll come back for -mans and zombies later, hopefully when I've figured out something.

But first, there's one I've been wanting to do...

(http://i42.tinypic.com/fn5w09.png)

Beware the Peach-Faced Lovebirdman!  NOW YOU WILL KNOW WHY YOU FEAR THE PETSHOP!
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wastedlabor on February 22, 2012, 02:02:13 pm
You are doing Armok's work, Kohaku. :-*
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Dohon on February 22, 2012, 03:00:22 pm
Good stuff indeed, NW_Kohaku!
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 22, 2012, 05:54:28 pm
Well, I did all the babies, so status report on that...

I'm putting Kafine's Kakapo, Magpie, and Kestrel and the child versions of the same in this image, so for those birds, all credit is due to her, instead.  I'm also throwing in some of the -man things I did as placeholders until I'm sure what I want to do with them.

The blank spaces are for different versions (zombie, non-giant, non-giant zombie, -man child, -man child zombie, etc.) that haven't been completed yet.

Spoiler (click to show/hide)

You'll probably notice several palette swaps or just outright reuse on some of those babies, but I actually freehanded some of these from scratch, and they wound up looking almost exactly like the ones I already had...  I tried doing some from the front, with the chick looking at the "camera", but aside from the owls, they turned out crap, so they all wound up in the same pose looking fairly similar.  The falcons and the sparrows are an example of two chicks I drew freehand that look almost exactly alike.

I enjoy doing the new creatures more than the -man versions, so I'll go off and do creature_bug_slug_new.txt next
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: diegokilla on February 22, 2012, 06:52:53 pm
I just wanted to drop by and say thanks for this, I couldn't have learned, and continued to play DF without Ironhand :D
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Greendogo on February 22, 2012, 09:37:05 pm
Way to go NW_Kohaku!  Damn that's a lot of birds!  I love the stork man you have, but it looks more like a swan or a goose man to me... though I suppose that's going to happen with 50 million birds to do....  Why Toady? WHY!?

Anyway, beautiful work, I think you're doing a great job.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Wolfechu on February 23, 2012, 03:50:56 am
I love the graphics in this pack, but the non-truetype letters when they're used (like, say, the 'n' used on the map) look 'fuzzy', and it's kinda distracting. Is there any way I can fix that in the settings?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Hippoman on February 23, 2012, 07:32:18 am
What I dislike is how when at the 'u' screen in dwarf mode, the highlighted person is covered up by a black line.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Aklyon on February 23, 2012, 09:45:06 am
What I dislike is how when at the 'u' screen in dwarf mode, the highlighted person is covered up by a black line.
Turn TrueType off.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: SalmonGod on February 23, 2012, 05:49:39 pm
The ability to toggle Truetype  with F12 now is golden.  One keystroke of convenience for the screens that Truetype doesn't handle well yet.  One more to bring it back for the screens where it looks great without issues.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Sarlare on February 25, 2012, 12:29:32 am
Great job on the birds, NW_Kohaku! I haven't been around for a while, but is IronHand still spearheading the effort on this texture pack as well?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 25, 2012, 01:29:04 am
Great job on the birds, NW_Kohaku! I haven't been around for a while, but is IronHand still spearheading the effort on this texture pack as well?

It's still Ironhand's mod, if that's what you're asking.

I'm just making these graphics for the giggles, and passing them out to anyone who is making a graphics pack, (posted in Phoebus's, too) no real coordination going on.

There's enough graphics to make that people probably aren't going to complain about having someone take on some of the work on their own accord, that's all. 

Speaking of which, I got sidetracked on doing the insects (moths giving me trouble), so they'll probably take another day or so, but I'll post all the giant, larvae, and insect-men all at the same time.  I don't want to post so much in this thread that I start to bother Ironhand, so I'm going to try to do whole sets at a time.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Greendogo on February 25, 2012, 06:54:42 pm
A graphics pack maker, coordinator and manager being bothered by someone willing to perform many of the most monotonous parts of the job for him?  Or being bothered by that person posting as both a community member and contributor in his project's thread?  I don't think you should be concerned Kohaku.  As long as you don't tell him what to do, he probably wouldn't care.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Rose on February 26, 2012, 06:30:13 am
/me does funky voodoo to cause NW_Kohaku to make all his/her sprites double size so they can be used in stonesense.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: soul4hdwn on February 26, 2012, 10:59:02 pm
i have a slight issue. i used the upgrade download and my dwarfs have human graphics.  i checked the graphic txt files, the dwarfs point to dwarves png and the humans point to humanoids.  i didn't check deeper or anywhere else yet.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: NW_Kohaku on February 27, 2012, 10:30:13 pm

Mosquito, Damselfly, Moth, Grasshopper, Bark Scorpion, Mantis, Tick, Louse, Thrips, Slug, Snail, Moon Snail, Jumping Spider, Brown Recluse Spider.

All creatures are "giant" versions, since all bugs and slugs are vermin.

I created larval, nymph, or juvenile forms of all the creatures until I found out that none of these creatures actually have child tokens, and as such, I was wasting my time and effort.   :-\

But I already made them, so whatever, I'm going to put them in, too.

Oh, and one of the other sprite artists says I should change the moth so that it's body is on the bottom of the frame, but I kind of like it like this, so I'd like extra opinions on the matter before I make a change.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: BradUffner on February 27, 2012, 11:38:11 pm
Woohoo! It looks like we are getting some TrueType love in the next release according to the development log.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: GoldenShadow on February 28, 2012, 09:17:39 pm
Any ETA on when the Ironhand pack will be updated with 34.03?
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: JanuaryCorp on February 29, 2012, 12:18:11 am
No idea when but I hope it includes NW_Kohaku sprites, some of them are fantastic.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 29, 2012, 12:50:43 am
Oh, snap. Stuff.
Quick answer to questions:

Kohaku, you are awesome, and definitely not a problem.
And yeah, I'll definitely include your stuff in the next release.

Everyone else, this weekend is spring break.
So if I don't get this all packed up by then,
that's when I'll do it.

In case you're interested, the reason I've been absent recently is a new game project.

http://www.youtube.com/watch?v=jwtCywXW_qY

We're thinking about doing a weekend jam and making a game in 48 straight hours.
Maybe even accept donations to kick-start our indie game studio.

Would any of you watch a live-stream of Laughing Llama Studio making a game?

EDIT: Actually, don't clutter up this thread. Here's a thread to clutter up (http://www.bay12forums.com/smf/index.php?topic=103090.0).
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Lysabild on February 29, 2012, 01:02:41 am
Would any of you watch a live-stream of Laughing Llama Studio making a game?

Possibly, if I fall over it while doing nothing and you have sexy voices, definitely.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on February 29, 2012, 01:05:11 am
Actually, don't talk about this here.
I made a Creative Projects thread (http://www.bay12forums.com/smf/index.php?topic=103090.0).
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: GoldenShadow on March 01, 2012, 07:03:38 am
I have a problem.  I'm not sure why its happening, but when I put the ironhand update pack into the latest DF release 34.04, I embark as humans instead of dwarves. The graphics show human sprites instead of dwarves. I can't figure out whats causing the problem.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on March 01, 2012, 09:46:42 am
I haven't updated the set to work with 04 yet,
but that's still really weird...

I'll get a package built tonight.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: jellydonut on March 01, 2012, 02:21:55 pm
I have a problem.  I'm not sure why its happening, but when I put the ironhand update pack into the latest DF release 34.04, I embark as humans instead of dwarves. The graphics show human sprites instead of dwarves. I can't figure out whats causing the problem.

I have this same problem. It's not just the sprites, either. If you examine your people you will see them described as "A medium-sized creature prone to great ambition".

Are you on OSX? Because I am.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: GoldenShadow on March 01, 2012, 05:47:47 pm
Windows 7 x64

And I have the same thing. "A medium-sized creature prone to great ambition"

And thanks so much for updating it, Ironhand!  yours is my favorite pack. I tried another graphic tileset and it didn't feel right to me.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: acaerofox on March 01, 2012, 08:47:12 pm
I just wanted to say I am also having the human thing happen when I apply the patch manually- and only when I do it manually, works just fine if I download the complete package.

Not only that I went back and through all the raws and the init files and could not find what is causing this, I am completely flummoxed by it.

I am running windows 7 64bit

Also - I decided to roll with this, I've been playing as humans for the last few days and in keeping with their civ i embarked on an aquifer and am building everything above ground, this is an interesting change - toady should make humans a fully playable race, with this weird bug they are pretty much playable as it is. If he wanted to he could probably make them legit in a single afternoon.
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Manveru Taurënér on March 01, 2012, 08:49:22 pm
The waiting is killing me, just lost my latest fort (massive 200+ dwarf tantrum spiral) and thought I'd wait for an updated version for my next, but guess I underestimated the time zone difference and the meaning of "tonight" >_<
Title: Re: Ironhand's Graphics Set (temp build to play with)
Post by: Ironhand on March 01, 2012, 09:18:42 pm
Yeah, I know, sorry for the delay.
Give it about five more minutes. I'm uploading it now.
Title: Re: Ironhand's Graphics Set (thanks NW_Kohaku!)
Post by: Ironhand on March 01, 2012, 09:24:05 pm
Ta-da! (http://dffd.wimbli.com/file.php?id=2511)

It's a real one, too. I went and re-mapped a LOT of stuff.

There are still a ton of missing sprites,
but NW_Kohaku's are in, so thanks a ton for those! :D
They look awesome.


Enjoy, everybody!
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Manveru Taurënér on March 01, 2012, 09:25:22 pm
Woot! :D
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 01, 2012, 09:43:56 pm
Thank you so much, Downloading now!

What is the meaning of remapping stuff? what will I notice?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: RadHazard on March 01, 2012, 10:05:11 pm
I'm not sure if this was intentional or not, but your 0.65 release has sound turned off in the init file.  Just mentioning it 'cause it confused me for a bit :).
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: wyrdness on March 01, 2012, 10:08:53 pm
Yay! I love you (and NW_Kohaku. Now if only some snails would slime across my maps :( )! I don't know how you guys manage to pack so much in to such a little space, I think you may in fact be some sort of pixel wizards.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 01, 2012, 10:22:44 pm
That didn't go well.. Embarked in a tropical savanna. I had 3 hunters, an alligator ate 2 of them, then my miner went berserk and finished off the rest. But I love the textures!
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 01, 2012, 10:31:20 pm
What is the meaning of remapping stuff? what will I notice?

Hopefully nothing at all!
I just mean linking up sprites and tiles to the appropriate places.

I'm not sure if this was intentional or not, but your 0.65 release has sound turned off in the init file.  Just mentioning it 'cause it confused me for a bit :).

Ah, yeah.
I usually listen to other music while I'm working on it,
so I have the sound off. Do people actually listen to the DF music? Should I leave it on?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Aklyon on March 01, 2012, 10:34:10 pm
The DF song, while it can be repetitive, is nice, and fits with the game (especially if you combine it with soundscape). THeres other stuff I'd need to adjust in the inits anyway, so I'd be fine either way.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Lysabild on March 01, 2012, 10:36:23 pm
The DF song made a huge impact on my when I first played, and it's pure nostalgic to hear it, even if it get a bit tedious on it's third hour.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 01, 2012, 10:37:30 pm
Cool. It'll be back next version, then.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: SalmonGod on March 02, 2012, 12:52:49 am
I always turn sound off.

In fact, I rarely leave the music on in any game.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Hippoman on March 02, 2012, 07:21:05 am
So guys, I haven't played DF since years back so I needs me a refresher.

How do I update my DF folder to the newest version of Ironhand, without deleting my saves?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Haekel on March 02, 2012, 07:29:18 am
So guys, I haven't played DF since years back so I needs me a refresher.

How do I update my DF folder to the newest version of Ironhand, without deleting my saves?

I strongly suggest you start a new fort, since a lot has changed "recently", and you'll need to relearn. And if "years back" really are a few years, your saves will likely not work with any new version anyway. As far as I know, safegame compatibility only goes back a few versions, until something big is changed.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Aklyon on March 02, 2012, 07:51:10 am
34.01 isn't compatible with anything updated newer than it, and I'd doubt things older than that would work either.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Intrinsic on March 02, 2012, 08:11:10 am
A lovely looking set, i've still yet to try it out as just got so used to Phoebus' but when i'm brave enough to migrate to v34 i'll give it a go. Fantastic work by the contributors and Ironhand.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: jellydonut on March 02, 2012, 10:37:09 am
Thanks Ironhand! It just didn't feel right to play as humans... no beards at all, and no discomfort of the sun.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Nerfer2 on March 02, 2012, 12:55:28 pm
Hey Ironhand, I kind of dislike the way the combat menu is all like this, with it blacking out half the screen and whatnot. This wasn't how it was in the last test build version nor the one before that. I understand it is like the ACII version too.

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

How would I go about making this like it was before?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 02, 2012, 01:03:17 pm
I notice a lot of black bars erasing menu text too. Inv screen for dwarfs and creatures is cut off the side too
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Antsan on March 02, 2012, 01:05:57 pm
Ironhand can do nothing about that, the question has been asked multiple times before, if you want to get rid of the black bars switch off TrueType support. There you go.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: netnazgul on March 02, 2012, 01:17:48 pm
I notice a lot of black bars erasing menu text too. Inv screen for dwarfs and creatures is cut off the side too
This is a common issue for DF entirely, not only for Ironhand. So yes, the only way is to disable TTF until Toady fixes this (you can press F12 to switch between TTF and ASCII)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Aklyon on March 02, 2012, 02:25:32 pm
Toady or Baughn, that is.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 03, 2012, 01:36:22 am
You guys are being far too kind, and you don't have to put my name in the title, I'll get embarrassed.  I don't even know why I started doing these, I guess I just felt a manic creative mood strike me.  I was going to cool it, now that I had an urge to go onto other things, but I guess I should try to do as many of these as I can.

I'm honestly surprised, myself, at how some of these turn out the way they do.  I did the snail, gray parrot, and parakeet, and looked back at it and wondered how, exactly, I managed to just do what I did. 

By the way, I haven't gone back to draw the whatever-man creatures, yet.  I'll go on with the base creatures unless people really want to see the Masked Lovebirdman or something more than the desert gecko.  I haven't actually played fortress mode since 34.01 yet (only been trying out adventurer stuff and messing with the naga mod), so I don't know what you guys see the most of or are in the most desperate need to have graphicized.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Newbunkle on March 03, 2012, 06:15:59 am
I usually listen to other music while I'm working on it,
so I have the sound off. Do people actually listen to the DF music? Should I leave it on?

I don't use the sound. I listen to audio of people playing pen and paper roleplaying games instead. :P
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Hippoman on March 03, 2012, 09:29:25 am
So guys, I haven't played DF since years back so I needs me a refresher.

How do I update my DF folder to the newest version of Ironhand, without deleting my saves?

I strongly suggest you start a new fort, since a lot has changed "recently", and you'll need to relearn. And if "years back" really are a few years, your saves will likely not work with any new version anyway. As far as I know, safegame compatibility only goes back a few versions, until something big is changed.

I'm using the version previous to the NW_Kohaku update.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 03, 2012, 09:40:43 am
Yeah, that one was a crappy pseudo-update.
This one is better. I recommend you switch.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Hippoman on March 03, 2012, 09:43:10 am
I would, if I knew how :C
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Maldevious on March 03, 2012, 09:52:22 am
I would, if I knew how :C

You go here:

http://dffd.wimbli.com/file.php?id=2617

Download the upgrade pack, and then drop the files (data and raw) into your DF Folder, overwriting everything that it asks you about. Then you go into your save folder, and drop the raw in there.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Manveru Taurënér on March 03, 2012, 10:03:05 am
Just a quick question, is kaolinite supposed to now look like a blurry red and black black grid ish? The previous one looked waaaay better imo, not sure if it's just on my end though, can take a screenie later, currently regenning.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 03, 2012, 11:52:41 am
Oh, derp. Yeah, you're right.
It's fixed for the next version.

Thanks!
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 04, 2012, 02:32:24 pm
I remade the jumping spider so that its legs don't look like a twisted jumble of striped spaghetti.

I had to give up on trying to show all 8 legs in picture.

Spoiler (click to show/hide)

Because I'm doing this for sharing between graphics sets, it's a 16x16 picture, so you might want to actually extend that spider leg a little off to the right when you rework it, but this image is symmetrical (sans some shading), so it shouldn't pose much editing trouble if you choose to use this version.



I did the desert critters, except for the tortoise, which Kafine did. 

(http://i42.tinypic.com/29vx9ur.png)

Gila Monster, Giant Gila Monster, Giant Leopard Gecko

Obviously the regular Gila is just a cleaner version of a resized Giant Gila Monster.  It should still look decent enough to service, however.

Apparently, leopard geckos have black eyes with white-yellow iris slits. 

I'm not entirely satisfied with the gecko, but I wound up throwing away 2 other attempts to draw it, so I'm going to just move on with having done this one.  Those darn gangly-legged creatures always give me trouble.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Hippoman on March 05, 2012, 07:05:58 am
I would, if I knew how :C

You go here:

http://dffd.wimbli.com/file.php?id=2617

Download the upgrade pack, and then drop the files (data and raw) into your DF Folder, overwriting everything that it asks you about. Then you go into your save folder, and drop the raw in there.

Forgot to say thanks when I did it, thanks!
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Maldevious on March 05, 2012, 07:55:27 am
I would, if I knew how :C

You go here:

http://dffd.wimbli.com/file.php?id=2617

Download the upgrade pack, and then drop the files (data and raw) into your DF Folder, overwriting everything that it asks you about. Then you go into your save folder, and drop the raw in there.

Forgot to say thanks when I did it, thanks!

May not have worked. I did the same thing, and then realized that I hadn't downloaded the newest version of DF as well (I was still actually running 32.02 when I did those instructions). Check it out for yourself, too.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Alexander86 on March 05, 2012, 01:58:57 pm
So i have a 1920x1200 monitor and I was wondering. Is this as good as it gets as far as pixel sizes? I mean are ironhand tiles as detailed as possible or is there room for improvement? Not trying to sound like the pack looks bad because i love the sprites just wondering the capabilites of the game as far as what it can do. The whole pixel dimension screen/screen resolution confuses me. Could someone enlighten me? Also i would love to see this tileset used with the masterwork mod.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Hippoman on March 05, 2012, 03:13:08 pm
No problems so far.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Greendogo on March 06, 2012, 03:33:58 am
So i have a 1920x1200 monitor and I was wondering. Is this as good as it gets as far as pixel sizes? I mean are ironhand tiles as detailed as possible or is there room for improvement? Not trying to sound like the pack looks bad because i love the sprites just wondering the capabilites of the game as far as what it can do. The whole pixel dimension screen/screen resolution confuses me. Could someone enlighten me? Also i would love to see this tileset used with the masterwork mod.
I asked this recently and someone in the Modding Workshop told me that a 1920x1200 resolution, which is the upper limit pretty much of current generation monitors limits the resolution that you can draw the tiles at.  According to the DF wiki, Ironhand's set is a 18x18 tileset and Phoebus' is a 16x16 one.  They told me that a 48x48 tileset would make viewing the boundaries of the game difficult if not impossible on a 1920x1200 resolution because there must be a minimum of 80 tiles across the screen.  I was actually going to edit Ironhand's set by doubling all of the sizes to 36x36 (and editing the raws to reflect this) and see what kind of effect that has, 36x36 might work OK maybe, that's what I intend to find out.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: BradUffner on March 06, 2012, 03:40:22 am
So i have a 1920x1200 monitor and I was wondering. Is this as good as it gets as far as pixel sizes? I mean are ironhand tiles as detailed as possible or is there room for improvement? Not trying to sound like the pack looks bad because i love the sprites just wondering the capabilites of the game as far as what it can do. The whole pixel dimension screen/screen resolution confuses me. Could someone enlighten me? Also i would love to see this tileset used with the masterwork mod.
I asked this recently and someone in the Modding Workshop told me that a 1920x1200 resolution, which is the upper limit pretty much of current generation monitors limits the resolution that you can draw the tiles at.  According to the DF wiki, Ironhand's set is a 18x18 tileset and Phoebus' is a 16x16 one.  They told me that a 48x48 tileset would make viewing the boundaries of the game difficult if not impossible on a 1920x1200 resolution because there must be a minimum of 80 tiles across the screen.  I was actually going to edit Ironhand's set by doubling all of the sizes to 36x36 (and editing the raws to reflect this) and see what kind of effect that has, 36x36 might work OK maybe, that's what I intend to find out.

Check out the resolution on this baby. http://accessories.us.dell.com/sna/productdetail.aspx?c=us&l=en&s=soho&cs=ussoho1&sku=224-9949&~ck=dellSearch&baynote_bnrank=0&baynote_irrank=2

Also, don't forget that some people run dual or even triple monitor setups that have far greater resolution that any single monitor.  I'm sure someone out there is running 6 monitors in 3x2 configuration that could easily handle that 48x48 size tileset.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Greendogo on March 06, 2012, 04:26:47 am
Okay, here's Ironhand's Graphic Set doubled (quadrupled really) to 36x36 pixels from 18x18 pixels.  It has a pregenerated world with an active fortress mode save for those of you who easily want to see first-hand that a 36x36 pixel graphical set is indeed possible with the current version of DF.

http://dffd.wimbli.com/file.php?id=5792 (http://dffd.wimbli.com/file.php?id=5792)

My understanding is that even though this technically provides more detail, if you don't have a monitor with high-enough resolution, any additional detail is not noticeable.  But as BradUffner pointed out above, the time is fast approaching when higher resolution monitors will be more widely available, so maybe the graphic set makers should keep that in mind?

Edit: My guess is that higher resolutions such as 48x48, 64x64, 128x128 on up are probably possible and that there are no limitations within the game's code.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Crioca on March 06, 2012, 05:15:23 am
I usually listen to other music while I'm working on it,
so I have the sound off. Do people actually listen to the DF music? Should I leave it on?

I don't use the sound. I listen to audio of people playing pen and paper roleplaying games instead. :P

Ha, I used to do that as well, my favourite were the PA/PVP ones, what casts do you listen to?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Alexander86 on March 06, 2012, 06:50:22 am
Okay, here's Ironhand's Graphic Set doubled (quadrupled really) to 36x36 pixels from 18x18 pixels.  It has a pregenerated world with an active fortress mode save for those of you who easily want to see first-hand that a 36x36 pixel graphical set is indeed possible with the current version of DF.

http://dffd.wimbli.com/file.php?id=5792 (http://dffd.wimbli.com/file.php?id=5792)

Holy crap this is awesome! How did you do this? I have photoshop and several other apps just not much of the know how to use it properly. I can definitely see the difference. Especially in the text.  *Salivates*
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Greendogo on March 06, 2012, 07:02:50 am
http://dffd.wimbli.com/file.php?id=5793 (http://dffd.wimbli.com/file.php?id=5793)

This is a version of Ironhand's graphic set that is up-rezzed to 64x64 pixels per tile, all of the creatures and living beings have been replaced by a 64x64 image of a chimpanzee: http://www.pixeljoint.com/pixelart/20754.htm (http://www.pixeljoint.com/pixelart/20754.htm)
The base tileset has also been uprezzed to 64x64 to see if there were any graphical glitches in the game.
As you can see from the active Adventure Mode save, all of the living things have been replaced by a chimpanzee.  On my screen the Chimpanzee's high-details are not noticeable as the game seems to scale the image back to fit on the monitor in use.

This means that higher resolution graphics are definitely useless unless the target computer has a high enough resolution monitor to view them with.  The game will always have a minimum of 80 tiles horizontally, so the resolution of the graphics pack must take into account the size of the monitor (usually something like 1920x1200) divided by [80, 25].  For 1920x1200 monitors, the highest resolution graphical tiles that would not be downsized by the game would be 24x24 pixel graphical tiles (assuming a square tile).
Ironhand's set seems to be aimed at a horizontal resolution of 1440, while Phoebus' is aimed at a horizontal resolution of 1280.

--------
Edit:
Holy crap this is awesome! How did you do this? I have photoshop and several other apps just not much of the know how to use it properly. I can definitely see the difference. Especially in the text.  *Salivates*
Really, you can see a difference?  I didn't notice, maybe I didn't pay attention.  Since Ironhand's graphics were just up-scaled there shouldn't be a difference in detail.  Personally the detail of Ironhand's graphics in his original pack and those from my modified 36x36 and 64x64 test packs looked the same to me.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Alexander86 on March 06, 2012, 07:13:30 am
Yea I could see some difference. The ground textures seemed to pop out a little more but the text was improved the most noticeably.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Greendogo on March 06, 2012, 07:21:50 am
Interesting.  Well if you want to know how I did the 36x36 test pack, I just used GIMP to scale each image to the appropriate number of pixels (exactly double each horizontal and vertical amount).  The function to "Scale Image" is located under the "Image" menu in GIMP (GIMP is a free and open source image manipulation program).  Then I just edited each image raw to indicate that the tiles in the corresponding images were now 36x36 pixels in dimensions (I did the same when I up-rezzed them to 64x64 pixels for the second test pack).

Edit: If you want to know anymore, send me a private message, I don't want to hijack Ironhand's thread about this anymore than I already have. I just thought I'd post it here since I used his pack and I thought he might be interested if he ever decided to upgrade the pack to a higher resolution later on.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 06, 2012, 11:49:06 am
Click me. (http://dffd.wimbli.com/file.php?id=2511)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: rooth on March 06, 2012, 12:16:48 pm
Thanks! I've spent all day genning a perfect new world only to be suprised by the update. Luckily now I can get right back on it  :P
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Haekel on March 06, 2012, 12:43:02 pm
Click me. (http://dffd.wimbli.com/file.php?id=2511)

I just found out about the update and went to check this thread, hoping (but not expecting) to find a release.   Your post made me squeak a bit, which, given the fact that I'm 6'7" and quite beardy, sure must've looked funny.

Thanks! ;)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: vertinox on March 06, 2012, 01:09:45 pm
Question, how do you get your military dwarfs to look like the one on your first post with the helmet with horns?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 06, 2012, 01:32:29 pm
He's pretty cool, isn't he?

He's actually in the game under the title "Champion",
which used to be given to any soldier with a legendary combat stat,
but now is reserved for a noble-designated noble that I'm not sure actually exists.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Aklyon on March 06, 2012, 02:35:51 pm
Champion still exists, but I think its bugged into nonhappeneing right now, like the Dungeon Master and the others like him.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Linkeron on March 06, 2012, 03:15:48 pm
WOAH, got a weird one here, Ironhand.

Okay, so I should note that I've been using Phoebus up until this release. I wanna try out your set, see how I like it.

So here's EXACTLY what I did, step by step.

1. DL'd your combo pack (Graphics set pre-installed onto DF), saved the RAR to the folder that I use to hold all my DF stuff (All in individual folders)
2. Cut/copied saves from my 34.04 games into same directory I saved your pack to
3. Deleted 34.04 file
4. Extracted your pack into its own folder
5. Cut/copied my 34.04 saves directly into the new 34.05 saves folder
6. Ran DF and loaded my fortress.

First thing I see is that all the dirt blocks that make up the inner walls of my fortress are appropriately colored for the material, but the tiles are all mushrooms. Walls that have ore in them are all spiders, but stone walls are fine.

I'm working on upping a photo so you can see for yourself, but I'm running into difficulties on that right now (Lost pass for my photobucket account).
Spoiler (click to show/hide)

Any idea what I did wrong?[/s]
NVM, fixed
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Greendogo on March 06, 2012, 11:21:05 pm
Your Dwarves ate everything... didn't they?  That's not fixed... oh never mind.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: diegokilla on March 07, 2012, 12:16:54 am
I think I might just be doing something wrong, as far as my init settings or something... but I keep getting missing text:

Spoiler (click to show/hide)

To the right of the expedition leader it should say "Construct Building"
Any help would be greatly appreciated, or if this belongs on the bug tracker then please let me know.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Blakmane on March 07, 2012, 02:57:59 am
I think I might just be doing something wrong, as far as my init settings or something... but I keep getting missing text:

Spoiler (click to show/hide)

To the right of the expedition leader it should say "Construct Building"
Any help would be greatly appreciated, or if this belongs on the bug tracker then please let me know.

Few questions:

1) Are you using the vanilla ironhands .zip or have you added/modded in extra content?

2) does the error remain when you turn on/off truetype?

3) what does your errorlog say?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: diegokilla on March 07, 2012, 04:59:14 am
Quote
Few questions:

1) Are you using the vanilla ironhands .zip or have you added/modded in extra content?

2) does the error remain when you turn on/off truetype?

3) what does your errorlog say?

Getting these right now, I tried true-type off and on and it still did it, but i will try again to make sure. I'll edit this post with results...

Edit*
1) I used the file from here: http://dffd.wimbli.com/file.php?id=2511 (Also dwarf therapist and soundsense, thats it)

2)With Truetype off, The text stops being completely missing, but runs over the edge of the screen, and instead of punctuation there are random symbols.

3)I don't think this has anything to do with it but here's the error log:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: kgb on March 07, 2012, 06:31:37 am
Thanks for your efforts!
Would you please put up an update package for 0.66 too?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Blakmane on March 07, 2012, 06:45:08 am

Getting these right now, I tried true-type off and on and it still did it, but i will try again to make sure. I'll edit this post with results...

Edit*
1) I used the file from here: http://dffd.wimbli.com/file.php?id=2511 (Also dwarf therapist and soundsense, thats it)

2)With Truetype off, The text stops being completely missing, but runs over the edge of the screen, and instead of punctuation there are random symbols.

3)I don't think this has anything to do with it but here's the error log:
Spoiler (click to show/hide)

I can't replicate your bug at all, but it looks like it is a display issue rather than some corruption of the files. Still, can you try redownloading the pack and running it fresh from the .zip? Never hurts to be thorough. If that doesn't help, what is your standard desktop resolution? I know if you have odd/too small resolutions it can cause graphical glitches in full screen mode, and the fact that truetype off makes the text run over makes me suspicious of this. What happens when you run the game in window mode?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 07, 2012, 10:10:15 am
Would you please put up an update package for 0.66 too?

.65 should work with DF 0.34.05.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: diegokilla on March 07, 2012, 10:13:43 am

I can't replicate your bug at all, but it looks like it is a display issue rather than some corruption of the files. Still, can you try redownloading the pack and running it fresh from the .zip? Never hurts to be thorough. If that doesn't help, what is your standard desktop resolution? I know if you have odd/too small resolutions it can cause graphical glitches in full screen mode, and the fact that truetype off makes the text run over makes me suspicious of this. What happens when you run the game in window mode?

It continues to do the same thing in windowed mode. And my native is 1920x1080. Re-downloading was actually the first thing I tried before I even posted here :(
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Manveru Taurënér on March 07, 2012, 11:51:48 am
Oh yeah, the Yak and Water buffalo tiles seems to have been swapped with eachother, not sure if that's unintended as well? ^^
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: barcibus on March 07, 2012, 02:02:27 pm
Just started using this tileset and it looks great.  However, my stone jugs sitting in a stockpile look like anvils.  Is it because they're using a temp image?  Edit: also, stone pots look like some sort of vat.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: diegokilla on March 07, 2012, 08:51:12 pm
I've been doing some investigation and it seems the people over at Phoebus have been having the same disappearing text issue. So I guess its a vanilla bug :(
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Blakmane on March 07, 2012, 09:26:23 pm
I've been doing some investigation and it seems the people over at Phoebus have been having the same disappearing text issue. So I guess its a vanilla bug :(

Yeah, I can't replicate it, sorry :-(. I tried changing my screen to the same aspect ratio as yours but it still worked fine. Time for the bug tracker I guess.

Out of interest, does it happen when you disable graphics in the .init? I probably should've asked you to do that in the first place....
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: diegokilla on March 08, 2012, 01:22:10 am

Yeah, I can't replicate it, sorry :-(. I tried changing my screen to the same aspect ratio as yours but it still worked fine. Time for the bug tracker I guess.

Out of interest, does it happen when you disable graphics in the .init? I probably should've asked you to do that in the first place....

I hadn't tried that as I try to mess with as little of the .init stuff as possible. However, I ended up generating a new world for various reasons, and after embarking on a new site in this new world, it doesn't seem to happen any more! I've only been playing for about and hour, but will update if it crops up again.

(completely off-topic, anyone know why my dwarves would simply stop using Furniture stockpiles??)

EDIT* By the way, I totally forgot to say thanks for all the help... so... THANKS! :D
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: orius on March 08, 2012, 01:30:47 am
Just started using this tileset and it looks great.  However, my stone jugs sitting in a stockpile look like anvils.  Is it because they're using a temp image?  Edit: also, stone pots look like some sort of vat.

It's the tiles assigned to them in vanilla.  Toady has jugs using the same tile as anvils, in an ASCII set I think it's just a lower-case sigma (σ) IIRC.  But when you use a graphical set, it will look wierd.  That's the same problem with the pots, they're assigned to the tile for upper-case phi (Φ) just like the traction benches.  I think Toady's picturing them as amphorae or something.  But when you switch to one of the graphics sets, it looks like there are traction benches all over the food stockpiles.

It's easy to fix if you'd like.  Go to the item_tool.txt file in the raws.  Each item will have a line that says [TILE:#].  This tells the game what tile to display for each of the tools.  I have large pots switched to tile 246, this makes them look like barrels rather than a traction bench.  You can do the same thing with the anvils, I had them switched to the same tile as waterskins in 31.25, but I forget what tile that was.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: jak9090 on March 08, 2012, 08:23:48 am
what do the little 'n's and 'V's on the map mean with this mod? (noob to df btw.)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: barcibus on March 08, 2012, 01:17:54 pm
Just started using this tileset and it looks great.  However, my stone jugs sitting in a stockpile look like anvils.  Is it because they're using a temp image?  Edit: also, stone pots look like some sort of vat.

It's the tiles assigned to them in vanilla.  Toady has jugs using the same tile as anvils, in an ASCII set I think it's just a lower-case sigma (σ) IIRC.  But when you use a graphical set, it will look wierd.  That's the same problem with the pots, they're assigned to the tile for upper-case phi (Φ) just like the traction benches.  I think Toady's picturing them as amphorae or something.  But when you switch to one of the graphics sets, it looks like there are traction benches all over the food stockpiles.

It's easy to fix if you'd like.  Go to the item_tool.txt file in the raws.  Each item will have a line that says [TILE:#].  This tells the game what tile to display for each of the tools.  I have large pots switched to tile 246, this makes them look like barrels rather than a traction bench.  You can do the same thing with the anvils, I had them switched to the same tile as waterskins in 31.25, but I forget what tile that was.
Ok, thanks.  Why would they look fine in the Phoebus tileset?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Ironhand on March 08, 2012, 02:35:49 pm
Oh, cool. I didn't know it was possible to reassign item tiles.
So I'll be doing a bit of that for the next version, and this'll all get fixed up.

EVENTUALLY, we'll have enough tiles to have separate ones for everything.
Whether that happens first through TTF support or the Shader Printer, I don't know.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Mike Mayday on March 08, 2012, 02:56:19 pm
There are literally only five problematic icons left (the rest can be changed in the raws). Maybe we should organize some donation drive to have them freed? :P
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 08, 2012, 05:22:37 pm
I changed the stone pot to use the barrel tile and jug to use the bucket tile. Thanks for the tip. I haven't tested it ingame yet, but it should work.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: orius on March 09, 2012, 03:26:24 am
Ok, thanks.  Why would they look fine in the Phoebus tileset?

My guess is Phoebus changed them recently, or he just has the tile designed to look good with either.  Back when I found I could change some of the tiles around, I did some checking, the stone pot and traction bench used the same tile with just a normal ASCII set, and it was the same in Ironhand, Phoebus, and Mayday.

Oh, cool. I didn't know it was possible to reassign item tiles.
So I'll be doing a bit of that for the next version, and this'll all get fixed up.


Only some of them though, if they're assigned a tile in the raws.  The wiki lists everything. Everything in the item_tool.txt raw can be reassigned I think, but most of them look ok.  It's just the barrels and jugs that stick out like a sore thumb.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Clover Magic on March 09, 2012, 03:47:11 am
I'd always wondered why pots looked like some sort of table in Ironhand.  Huh.  I just pretended it was a square vat in my mind, lol.

Just extending my thanks for this graphics pack, the only one I use, personally. :)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 09, 2012, 03:08:17 pm
My food stockpiles look much nicer now. The stone pots look like grayish barrels instead of Traction benches
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: kgb on March 10, 2012, 06:07:03 am
Would you please put up an update package for 0.66 too?

.65 should work with DF 0.34.05.

Hm, I tried to use it with the linux version, but it always Segfaulted when generating a world. I then pulled the 0.66 files from your bundled version by diffing with the original and that worked. As my Arch Linux package depends on the update files directly, I would welcome it very much.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: SnK-Arcbound on March 10, 2012, 04:49:32 pm
I'm not sure if this has to do with iron hand, but I've noticed a few things which might go here. Children don't have dead bodies, the tiles are just black. When you build (b-j) a cage, instead of having the animal animations, you have the default ASCII letters for the animals/creatures (a minataur is a M). Also tetrahedrite is identical looking to Mica.

I hate even saying if something might be wrong (or if iron hand graphics are even responsible for some of these things), because I love your tileset, and it makes the game vastly easier to understand, especially when I was first learning the game.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: BigD145 on March 10, 2012, 05:16:11 pm
I've noticed lots of black spaces when true type is on. I suspect this is what you're seeing.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: BradUffner on March 10, 2012, 10:03:17 pm
In the process of working on my new Raw viewing utility here (http://www.bay12forums.com/smf/index.php?topic=103360.msg3082415#msg3082415), I found what looks like duplicate entries for "platypus", "platypus, giant", and  "platypus man" in graphics_critters.txt.  Just letting you know.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: barcibus on March 11, 2012, 01:50:04 pm
Regarding the black spaces using TrueType; it happens in Phoebus as well, and is exacerbated with repeated save -> continue cycles without quitting out of DF.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Fireborn on March 11, 2012, 02:07:23 pm
So...  doors, again...

Is the tile busted for metal doors now?  It seems like it is, as they're showing up as bars, and I've checked back in 31.25 where they seemed to use the proper (or at least a) door tile...  but no one's posted it as a bug on the tracker...

Although, doing some research on the matter to see if I can change it, and doors using four different tiles, all hard coded, just... makes me want to yell...  especially now that they're (hopefully) glitched and looking like the raw material...
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 11, 2012, 04:35:23 pm
If you can find metal doors in the raws, you might beable to change it. but I'd have no idea where to look, or if its even possible.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 12, 2012, 05:57:10 pm
If you can find metal doors in the raws, you might beable to change it. but I'd have no idea where to look, or if its even possible.

No, it's not in the raws, it's hard-coded, meaning you can't change it.

You're stuck with bars looking exactly the same as metal doors, just as wood doors look exactly the same as specific types of walls.  Because they are hard-coded, it makes tilesets very difficult to make look good in all situations, and that's why Mike Mayday has been going around asking people to help him get some of those tiles to be put in the raws so that they are no longer hard-coded.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: krenshala on March 12, 2012, 07:29:19 pm
Here's to hoping Toady gets a "move it all to teh raws" kick soon, so we can designate what tile things use to fix that kind of thing. :D
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 12, 2012, 07:36:05 pm
Here's to hoping Toady gets a "move it all to teh raws" kick soon, so we can designate what tile things use to fix that kind of thing. :D

I seriously, seriously doubt it. 

Mayday has been trying for something like 4 years now, and all he's ever managed was to get the pillar tile to be something other than "O". 

Toady just doesn't have time for tilesets, and gives them as little consideration as possible.  I actually get the impression he begrudges people for even using graphics at all, considering what inordinate time he puts into doing things trying to make 16-color ASCII looking pretty.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Mike Mayday on March 12, 2012, 07:45:05 pm
Mayday has been trying for something like 4 years now, and all he's ever managed was to get the pillar tile to be something other than "O".

That's a bit of an overstatement though. I've only talked about graphics in respective threads (full graphics support and recently those five icons that were bothering me the most). Toady would probably do that if I asked him directly- but I assume I'd feel bad after that (and maybe he would too?).
Happened once with the pillar tile- and soon after that Truetype came and made the problem obsolete.

Besides, I have high hopes for [PRINT MODE: SHADER] :)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 12, 2012, 08:12:58 pm
Happened once with the pillar tile- and soon after that Truetype came and made the problem obsolete.

It's not really obsolete until descriptions are in Truetype, and all the truetype bugs are fixed.  (Although Baughn has really been going the extra mile lately.)

I'm not replacing any letters with graphics until after I never have to punch F12 again.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Nerfer2 on March 13, 2012, 05:23:07 pm
Anybody know how to rectify this? I don't have a picture to compare to, but before the big update the menu was a lot better. Now menus, combat logs, and whatnot are covered in black.

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

Wow gee, aren't I dumb.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: BigD145 on March 13, 2012, 05:59:25 pm
F12
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Rose on March 14, 2012, 01:23:14 am
also
Code: [Select]
[img][/img]
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: bombzero on March 14, 2012, 03:30:20 am
yeah, slightly annoying how some of the other graphic packs are like "yay, truetype, we don't need to worry about messing up letters anymore." when truetype is bugged horribly right now.

although.. it does work without crashing, so thats one step forward baugn  :)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Dakaa on March 19, 2012, 02:06:05 am
Thankyou.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: MiniMacker on March 19, 2012, 06:55:24 am
Seems like spaces are massive now, sometimes going off-screen. This is noticable when you're making Bituminous Coal with the (A)ctive and (R)epeat being pushed right outside the window.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Starlight on March 19, 2012, 02:01:49 pm
Can you please at least try to make a working tileset, Lama? The coffins are still O's and the game is flickering black boxes over the text all the time (after some play time the menues and dwarf names are partially covered by a black box or is transparent, so I can't see the text).. I really love your tiles, but you need to make sure it works! :-P
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Rose on March 19, 2012, 02:04:19 pm
You are asking him to change things that, much like the weather in sweden, he has no control over.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Rex_Nex on March 20, 2012, 12:39:42 am
You don't understand Japa; it is all IRONHAND's fault!!1one! He should be at Toady's doorstep, using that iron hand as a persuasive tool! How dare you japa, how dare you ironhand, how dare you world...

FIX TH GODDAM TIELST
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Wavecutter on March 20, 2012, 11:34:47 am
True type is broken! Only Toady1 can fix it! Read at least the last 5 damn pages! The poster above me is a satirist of the highest order!
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: dennislp3 on March 20, 2012, 12:55:16 pm
I want some icecream...just sayin
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Aklyon on March 20, 2012, 01:24:51 pm
Toady or Baughn, Wavecutter.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Theodolus on March 20, 2012, 02:55:30 pm
Well, technically Baughn can try to fix it, but until Toady implements it in the final build there's not guarantee whether it will actually fix everything or not. At least, that's the feeling I get from it.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 20, 2012, 04:13:42 pm
Not really, there's nothing that can be done by raw modification to alter the way in which the core game is rendering.  Toady purposefully made it so you can't alter the core game.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Drago55577 on March 21, 2012, 12:45:31 am
I've been doing some investigation and it seems the people over at Phoebus have been having the same disappearing text issue. So I guess its a vanilla bug :(
Your making it sound like Ironhand and Pheobus are facilities, thats funny. Even funnier cause they are. Even funnier after their creators, bay12 is awesome.
Does Ironhand give corpses sprites?
(Im from Pheobus)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Vanaheimer on March 21, 2012, 01:22:30 am
Any particular reason the floor tiles and some of the mining designations are so dark? It's really hard to see whats set to be mined and what isn't half the time.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Starlight on March 21, 2012, 05:10:17 pm
Any particular reason the floor tiles and some of the mining designations are so dark? It's really hard to see whats set to be mined and what isn't half the time.

I have the same issue (that is, I can't see any difference, not that it's dark, but it does not change the looks).. :-P
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 21, 2012, 05:43:27 pm
Any particular reason the floor tiles and some of the mining designations are so dark? It's really hard to see whats set to be mined and what isn't half the time.

It's the way that tilesets work generally.  They make the "primary" color black, and the "secondary" (transparency) color brown when using designations.

The problem is that there isn't very much transparency on some of the tiles, so it all looks black.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Vanaheimer on March 21, 2012, 05:49:06 pm
Is there any way to change that, or would it involve redoing a shit load of tiles?
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: NW_Kohaku on March 21, 2012, 06:22:02 pm
Is there any way to change that, or would it involve redoing a shit load of tiles?

There is a way to change that - it involves adding more transparency to several tiles.   :P

Up stairs, for example, involve a top-left corner that is transparent and recognizable, but the downstairs are mostly a non-transparent block.  Cutting a few transparent sections into the down stairs that are recognizable (if not immediately clear as downstairs) would help.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Vanaheimer on March 21, 2012, 08:31:51 pm
*blank stare*

Me being the computer dumbass that I am, I've decided just to live with :lol:
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 23, 2012, 07:40:31 am
34.06 is out! ETA for graphics release? please please please...
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Intrinsic on March 23, 2012, 07:54:44 am
34.06 is out! ETA for graphics release? please please please...

You've got to be kidding me...or hopefully just a very bad troll.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Manveru Taurënér on March 23, 2012, 08:13:57 am
34.06 is out! ETA for graphics release? please please please...

You've got to be kidding me...or hopefully just a very bad troll.

Why would he be a troll?  ???
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Intrinsic on March 23, 2012, 08:27:59 am
34.06 is out! ETA for graphics release? please please please...

You've got to be kidding me...or hopefully just a very bad troll.

Why would he be a troll?  ???

Wrong choice of words, but you know what i mean :)
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: GoldenShadow on March 23, 2012, 08:45:28 am
I tried the vanilla release and I have no idea whats going on without the graphics.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Wavecutter on March 23, 2012, 09:34:04 am
34.06 is out! ETA for graphics release? please please please...

You've got to be kidding me...or hopefully just a very bad troll.

Why would he be a troll?  ???

Wrong choice of words, but you know what i mean :)

We don't know what you mean.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Rose on March 23, 2012, 10:05:29 am
I tried the vanilla release and I have no idea whats going on without the graphics.

take some time to learn them. Once you go ascii, you never go back.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: MiniMacker on March 23, 2012, 11:14:08 am
I tried the vanilla release and I have no idea whats going on without the graphics.

take some time to learn them. Once you go ascii, you never go back.
I used to be an ascii guy. But then I took an arrow to the knee tried out a graphics set and I could never go back.
Title: Re: Ironhand's Graphics Set (new sprites from NW_Kohaku!)
Post by: Rose on March 23, 2012, 11:34:32 am
Hm... with the fact that I can only play using ascii, maybe I'm not the best person to work on stonesense.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Ironhand on March 23, 2012, 02:39:26 pm
Okay, I made an update (http://dffd.wimbli.com/file.php?id=2511).

The tools are all remapped to better tiles.

Let me know how they look in the game.

Enjoy!
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: GoldenShadow on March 23, 2012, 02:42:41 pm
Thanks!
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Manveru Taurënér on March 23, 2012, 02:45:22 pm
Woo! :D
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: RadHazard on March 23, 2012, 04:16:57 pm
That was fast! I love your new avatar, by the way :)
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Valience on March 23, 2012, 06:31:59 pm
Okay, I made an update (http://dffd.wimbli.com/file.php?id=2511).

The tools are all remapped to better tiles.

Let me know how they look in the game.

Enjoy!
I love you.

Wait, wut?
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: GoldenShadow on March 23, 2012, 07:10:09 pm
Things like jugs and rock pots should look more appropriate. I havent seen them yet. I just started a new Fort.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Ironhand on March 23, 2012, 10:19:53 pm
I love your new avatar, by the way :)

Thanks!
It's only 8 colors! :D
I just joined PixelJoint (http://www.pixeljoint.com/pixels/profile.asp),
so I intend to do some
more real pixel art soon.

I love you.

I love you too.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: dennislp3 on March 24, 2012, 02:01:51 am
is that your profile?...its so mundane...I will simply continue to imagine you as a little mad pixel god or something.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Wavecutter on March 24, 2012, 09:52:21 am
Thanks for a speedy update and the best DF tileset Ironhand/Wormslayer/Kohaku!
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: chris_strain on March 24, 2012, 07:52:45 pm
Have I mentioned lately how much I <3 everyone involved with this tileset? cause I do.. a lot hehe.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Haekel on March 24, 2012, 08:38:05 pm
... sure a lot of love here.   Okay guys, who is hiding the cupid?
Title: Re: Ironhand's Graphics Set (surprise update teaser!)
Post by: Ironhand on March 26, 2012, 01:51:29 pm
(http://tnypic.net/08473.png)
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: GoldenShadow on March 26, 2012, 04:08:28 pm
What else is different besides the designation tiles?
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: BigD145 on March 26, 2012, 04:21:54 pm
Oooh. That makes designation really obvious.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Rose on March 26, 2012, 04:24:04 pm
waaaait...

how'd you do that?
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Wavecutter on March 27, 2012, 12:45:08 am
That looks great Ironhand.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: ThatAussieGuy on March 27, 2012, 07:25:12 pm
Ironhand, I hope you don't mind, but I uploaded a copy of Ironhand-0.57 to the file depot for a community game I'm running as it's no longer there.  Also, I dearly love this tileset.
Title: Re: Ironhand's Graphics Set (re-mapped tool tiles!)
Post by: Ironhand on March 27, 2012, 08:19:33 pm
Ironhand, I hope you don't mind, but I uploaded a copy of Ironhand-0.57 to the file depot for a community game I'm running as it's no longer there.  Also, I dearly love this tileset.

No problem!

waaaait...

how'd you do that?

 :P
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on March 30, 2012, 11:04:32 am
Come and get it!

IT (http://dffd.wimbli.com/file.php?id=2511)

I haven't done much testing with the new dig-designations,
so let me know if they look weird or anything.

Enjoy!
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: vertinox on March 30, 2012, 04:21:19 pm
Come and get it!

IT (http://dffd.wimbli.com/file.php?id=2511)

I haven't done much testing with the new dig-designations,
so let me know if they look weird or anything.

Enjoy!

Did you change the borders any cause mine did change. It looks like diamonds. I kind of like it. Though my doors look like unbuilt doors for some reason.

I confess I did do an unorthodox upgrade. Basically I used Lazy Newb Pack, installed the .07 into a new directory, copied the save games over, deleted the .06 directory, downloaded your graphics pack, used LNP to install your graphics pack. Now it looks different. Could just be me though.

[edit]

Hrm.... Ok just to make sure it wasn't me I did a fresh embark on your version and made a door and it looks completely dark like the door is unbuilt. I looked close at it and its the same graphic as the regular door but its quite dark compared to the old version so it looks like a door that was yet to be placed. Is this intentional?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: GoldenShadow on March 30, 2012, 05:30:40 pm
what material was the door? wood or rock, and what type
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: vertinox on March 30, 2012, 05:36:21 pm
The material was limestone.

Before the doors would match the walls, but now they are all dark.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: GoldenShadow on March 30, 2012, 05:54:39 pm
Are you sure they are built and not suspended or something?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: vertinox on March 30, 2012, 06:08:26 pm
Are you sure they are built and not suspended or something?

They were built. I reverted back to the old version and the doors looked fine.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: wyrdness on March 30, 2012, 06:19:09 pm
I like the new diamonds on the dig designation, makes it easy to see what's going on at a glance, but all my raw walls have the diamond pattern over them as well and I find that annoyingly distracting. Though I guess this means I should just smooth all my walls quicker  :)
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on March 30, 2012, 07:10:37 pm
Your rough walls shouldn't have diamond patterns on them if you're using my new raws.
Make sure you update your savegames.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: wyrdness on March 31, 2012, 04:47:48 am
I genned a new world with a fresh copy of the new pre-installed version and I'm still getting the same problem. It doesn't seem to effect all stone types though. On a completely new embark it'll mark things like sand, cinnabar, microcline and orthoclase, but loams, dolomite, limonite and gems look fine.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Kuikka on March 31, 2012, 07:44:22 am
Make sure you update your savegames.
Could someone enlighten me about this part - what are the proper steps to bring old saves from, say, 0.34.05 to most recent version of Ironhand build? I have usually just transferred the folder that contains my saves from previous Ironhand build to newest version but what I read from forum is a bit more complicating. "Updating savegame's raws" is unfamiliar process to me.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Aklyon on March 31, 2012, 08:16:33 am
You have a raws folder in your savegames as well as in the normal /raws/ folder. just copy the raws you have from Ironhand's new into your desired world folder's /raws/. Might need to have compressed saves off first, not sure.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Clover Magic on March 31, 2012, 08:24:29 am
I like the diamond patterns, they make my trade depot look awfully nifty:
(http://i42.tinypic.com/2it2dyw.png)

As well as the grey border around the game. XD

You can see one of the "built unfinished doors" on that dude's office, though.  Little disconcerting, that.  I checked and it's properly built, almost all doors look like that.  A few escape, but they're the exception.

Edit: ....Actually the savegame transfer must have gone wonky sonmewhere.  Those gray patches are supposed to be mined out bauxite.  Uh.  How'd that happen?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on March 31, 2012, 11:11:58 am
Uh... that would be bad mapping on my part.
The diamonds meant not using double-colored tiles for most walls,
so I ended up using brown and grey for most of them.

I can put them back to bright red if that would be better.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: shovelmonkey on March 31, 2012, 11:23:36 am
I'll be the first to say I hate your tileset! This combined with Dwarf Therapist have taken an interesting game and turned it into a life crushing obsession!  8)
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Clover Magic on March 31, 2012, 12:30:45 pm
It might be best to take a look at it, bauxite isn't the only one affected.  Kaolinite is now white, and gypsum is now this odd dark orange color.  Galena has gone from a pretty silver-blueish shade to being white, and a lot of the minerals now have the rough wall rock texture instead of the mineral one they had before.  It doesn't look as clean as the tileset used to.

Un the upside your gems are fine lol. XD
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: MiniMacker on March 31, 2012, 01:01:53 pm
I recall back in an Ironhand version (before the Vampire introduction), Bauxite looked gorgeous. They appeared like the veins of the earth, dark red with blood.

And to honour the older versions, where Bauxite was the only magma-safe stone.
Keep it red.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NTJedi on April 01, 2012, 08:58:26 pm
It might be best to take a look at it, bauxite isn't the only one affected.  Kaolinite is now white, and gypsum is now this odd dark orange color.  Galena has gone from a pretty silver-blueish shade to being white, and a lot of the minerals now have the rough wall rock texture instead of the mineral one they had before.  It doesn't look as clean as the tileset used to.
There's definitely some bizarre color changes... this is what I'm seeing within my game:
  Limestone Doors and Walls are black... instead of white
  Olivine Doors are blue... yet walls are still green
  Lignite Stones are white... instead of black
  Gabbro Bridges and Walls are grey... instead of white


My once bright white fortress of good... now looks like a black sinister fortress of evil.

Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on April 01, 2012, 10:21:29 pm
My once bright white fortress of good... now looks like a black sinister fortress of evil.

So you're saying "thanks for fixing it for me", right?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Saiko Kila on April 02, 2012, 02:49:14 am
There's definitely some bizarre color changes... this is what I'm seeing within my game:
  Limestone Doors and Walls are black... instead of white
  Olivine Doors are blue... yet walls are still green
  Lignite Stones are white... instead of black
  Gabbro Bridges and Walls are grey... instead of white

And my favourite ugly microcline stuff like doors is now pleasant blue. Can't hate  it now.

Walls remain about the same as  they were though.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Goncyn on April 03, 2012, 07:20:34 pm
Ironhand, may I use your dwarf graphics in a new DF utility I'm working on? And if so, do you happen to have a version of the dwarf tile page that's more suitable for display on a white background?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on April 03, 2012, 09:12:48 pm
Sure. Just give me credit.

Here's some without backgrounds:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on April 03, 2012, 10:10:47 pm
Say, Ironhand, I was looking at some bug reports recently, talking about how the game is modded by having Ironhand when they are uploaded as saves on DFFD, and it occurs to me that it might save Toady or other people some trouble if there were some sort of reverse-savegame-updater, so that it changes people who only have installed your graphics pack's savegames to be compatible with the ASCII again.

Do you have something like this already, or have already considered this? 
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Rose on April 04, 2012, 05:44:31 am
I don't know what the savegame updator does, but it's actually possible to make a script that will cleanly apply or remove any mod, irregardless of what other mods are there, using diffs.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: wyrdness on April 06, 2012, 09:25:57 am
Okay, so I finally managed to get around to uploading a picture to show that "diamonds in the walls" problem I was having.

Spoiler (click to show/hide)

I was wondering if anyone else was getting this, whether it was intentional, and if not how I could stop it without reverting to a previous version. This screenshot is from LFR with Ironhand pre-installed, but I get the same effect from having a plain Ironhand install sitting in a separate folder.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Vanaheimer on April 06, 2012, 01:28:39 pm
Love the new designations and such man, MUCH easier to see what being dug out. Awesome!
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: narhiril on April 06, 2012, 01:53:43 pm
Okay, so I finally managed to get around to uploading a picture to show that "diamonds in the walls" problem I was having.

Spoiler (click to show/hide)

I was wondering if anyone else was getting this, whether it was intentional, and if not how I could stop it without reverting to a previous version. This screenshot is from LFR with Ironhand pre-installed, but I get the same effect from having a plain Ironhand install sitting in a separate folder.

I found the problem.  It seems that the inorganic raws for the pre-packaged Ironhand were updated to accommodate the new diamond patterns, but the ones in the upgrade pack were not.

This (http://dffd.wimbli.com/file.php?id=6113) fixes the issue.  I'll go ahead and patch that into the pre-installed version of LFR as well.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: wyrdness on April 06, 2012, 04:35:36 pm
Thank you, narhiril. Now I can get back to maiming helping my dwarves in style. :)
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Xnidus on April 08, 2012, 04:39:32 pm
Hi guys, I made some new creatures. Perhaps can be useful... (I accumulated this stuff in this post (http://www.bay12forums.com/smf/index.php?topic=101137.msg3168546#msg3168546))

Above, left to right.
Wombat (creature modified of Genesis Mod), Bobcat (creature modified of Ironhand), Chinchilla.
Below, left to right.
Porcupine (capybara's Ironhand modified), Weasel (normal version is ferret of Genesis Mod), Echidna.

(http://img706.imageshack.us/img706/6236/mammals1.png)

Coati:

(http://img10.imageshack.us/img10/1640/coati.png)

Aye-Aye:

(http://img842.imageshack.us/img842/6990/3465ix2.png)

Three-Toe Sloth (normal and man version) and Megatherium (giant):
1 row. SLOTH_MAN. Beware its claws!
2 row. GIANT_SLOTH. The beast of Pleistocene.
3 row. SLOTH. In the ground...  ;)

(http://img163.imageshack.us/img163/527/345c6le.png)

Above, left to right. Pangolin and Armadillo (Nine-banded armadillo).
Below, left to right. Aardvark and Tapir (Malayan tapir).

(http://img846.imageshack.us/img846/5421/mammals2.png)

Above. Adder.
Middle. Anaconda.
Below. King Cobra.

(http://img844.imageshack.us/img844/5619/snakesy.png)

Giant Hamster & Hamster man. Giant Sponge (tubular sponge (http://www.buzzle.com/images/animal-kingdom/marine-animals-pictures/sponges/tube-sponge.jpg)) & Sponge man.

(http://img837.imageshack.us/img837/1511/morea.png)
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on April 09, 2012, 10:14:30 pm
Trouble brewing:

I'm using inverted double lines for rails.  Those'll either be distinguished from the hidden engravings walls through a color convention, or hidden engraving walls will be altered entirely.  I don't like single line rails.

That means that walls are going to become very problematic with rails.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: GoldenShadow on April 09, 2012, 10:33:09 pm
What sort of problem will that cause?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on April 10, 2012, 12:19:00 am
What sort of problem will that cause?

It's an inversion of the tiles use for walls - it means that rails will look like wooden doors do now, or in other words, like just the engravings section of a wall.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on April 10, 2012, 01:44:05 pm
What I wouldn't do for full graphics support.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: BradUffner on April 10, 2012, 06:37:04 pm
What I wouldn't do for full graphics support.
Or even just support for more than 256 tiles.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: bombzero on April 10, 2012, 06:40:13 pm
Or Ironhand swaps the tile numbers around a bit and fixes it?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: BradUffner on April 11, 2012, 02:04:46 am
This picture from another post got me thinking.
(http://i675.photobucket.com/albums/vv120/pfat417/minecartmodel.png)

Inverted double lines actually look more like triple lines to me.  Inverted single lines should look more like double lines, and nicely handle the walls / tracks problems that tilesets are going to have.

Or Ironhand swaps the tile numbers around a bit and fixes it?
I don't think you can reassign the characters used for walls and engravings.  Unless Toady changes something this is going to be a big challenge.  It's going to be very hard to make a single character look good as a wall, engraving, and a track.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on April 11, 2012, 09:20:32 pm
Well, if you want to make the case for inverted single-line tiles then now's the time to go to the Future of the Fortress thread and make the case...

I made a suggestion thread (http://www.bay12forums.com/smf/index.php?topic=107030.msg3179700#msg3179700), but it got a grand total of 0 replies, so I don't think that may go too far...
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Saiko Kila on April 12, 2012, 03:53:06 am
I have the bug, which causes some tiles to become black (invisible), and some tiles marked for digging are shown as already digged or unmarked. This is especially annoying when dealing with menus, like cage or pasture assignments, because I can't see whether certain animal is caged, pastured or free. Also some lists, like health status, has these bleeding void patches. The missing tiles are sometimes seen for a short moment after highlighting, but usually highlighting makes things worse, because more tiles are disappearin. When I'm taking screenshots, or just minimizing-maximing window, some of the affected tiles are redrawn. Has anyone experienced that? To prevent it from occurring I need to disable TrueType. In version 0.31.25 I also had to disable TT, but the reason was incorrect handling of some characters, which was causing crashes, not to mention truncating strings. In version 0.34.07 there are no crashes and truncations, but there is this bug, at least on my machine.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on April 15, 2012, 06:20:08 pm
Always downloading a fresh-DF from Ironhand is the solution for MOST problems. Dont know if this is the case....

Yes, I do.Everyone has it, disabling TT fixes it.

I think it was fixed but later Toady messed up it.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: narhiril on April 16, 2012, 10:44:57 am
Always downloading a fresh-DF from Ironhand is the solution for MOST problems. Dont know if this is the case....

Yes, I do.Everyone has it, disabling TT fixes it.

I think it was fixed but later Toady messed up it.

There was a persistent issue where TTF would crash the game if a string was too long to fit on the screen.  When this was fixed, the "some characters are blacked out" bug was introduced.  Personally, I prefer this over the crashes, but it's a work in progress.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: shinkunosuna on April 16, 2012, 04:21:43 pm
Oh so that's what it is, the true type font acting up.  Yeah, I tried disabling it but I don't quite like the look as much.  I do hope it gets fixed one of these days.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on April 16, 2012, 06:11:34 pm
Oh so that's what it is, the true type font acting up.  Yeah, I tried disabling it but I don't quite like the look as much.  I do hope it gets fixed one of these days.
I totally agreed with you, TT font on this graphic set is really nice,I dont like non-TT fonts at all (no offense ironhand).

Anyway, is ever this graphic set going to have mod support, like to Masterwork (I dont play it) or other mods out there?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Meph on April 17, 2012, 08:06:05 pm
@the game hunt: You have to ask the other way around. Will the mod ever have ironhand support. ;) At some point, yes. There is not much that Ironhand could do to make the tileset fit nicely into any mods, the modders have to do the legwork...

The blackedned out characters can be fixed by pressing F11 twice. Only temporary though.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Marrik on April 17, 2012, 09:14:38 pm
is there a list anywhere with what terrain tiles are supposed to be what?  :-\
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on April 18, 2012, 04:15:03 pm
@the game hunt: You have to ask the other way around. Will the mod ever have ironhand support. ;) At some point, yes. There is not much that Ironhand could do to make the tileset fit nicely into any mods, the modders have to do the legwork...

The blackedned out characters can be fixed by pressing F11 twice. Only temporary though.

Ironhands on Masterwork would be another thing!

When shall we (or I?) approximately have this? It would be awesome  :D
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on April 19, 2012, 04:53:32 pm
Question:

Chert wasnt supposed to be brown?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: vertinox on April 19, 2012, 05:23:39 pm
I hate to pester but do you think the unfinished "finished" door issue is going to be resolved in next update? Currently I'm using old .67 since it drives me crazy.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Manveru Taurënér on April 20, 2012, 12:05:25 pm
Bout these new digging designation/graphics thingy, do you intend to keep it in or scrap it for the next release? Personally I don't think it's worth it with all the other issues/weirdness it causes, such as bloodspattered walls getting the same diamond shape, colors being messed up etc, even though I love the idea :>
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on April 21, 2012, 01:43:30 pm
Bout these new digging designation/graphics thingy, do you intend to keep it in or scrap it for the next release? Personally I don't think it's worth it with all the other issues/weirdness it causes, such as bloodspattered walls getting the same diamond shape, colors being messed up etc, even though I love the idea :>

Yeah, i think reverting this would make it a little better
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on April 22, 2012, 09:02:57 am
Yeah, that's the plan..

And I haven't even thought about what I'm gonna do about cart tracks. :(

EDIT: I wish PRINT MODE: SHADER worked with windows and macs.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on April 23, 2012, 04:40:06 pm
Thats seems tough to make, the best I could do is to wish you good luck :)

EDIT: Just noticed your fake?-EDIT, its nothing bad though.

Title: Re: Ironhand's Graphics Set (cheap advert)
Post by: Ironhand on April 24, 2012, 08:41:26 am
Some friends and I just finished our first Ludum Dare Jam.
It was loads of fun!

You should check out the result (and other ones) HERE (http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12553).

And you should rate our game. :D

And next Ludum Dare, you should all make one! It is a blast.

I made all the art and wrote a tiny bit of code. I am very proud of the result.
Title: Re: Ironhand's Graphics Set (cheap advert)
Post by: the_game_hunt on April 24, 2012, 04:53:13 pm
Some friends and I just finished our first Ludum Dare Jam.
It was loads of fun!

You should check out the result (and other ones) HERE (http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12553).

And you should rate our game. :D

And next Ludum Dare, you should all make one! It is a blast.

I made all the art and wrote a tiny bit of code. I am very proud of the result.


I could try your game (Sorry for posting this here.)
OMG Sry, I couldn't
 

Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Marrik on April 26, 2012, 04:58:10 pm
is Dwarf Fortress ever going to have real graphics as part of the vanilla game, or is it always going to be up to modders?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: dennislp3 on April 26, 2012, 05:09:30 pm
"real" graphics are not a focus or part of the game...its made and meant to be played in ANSII
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Merotek on April 26, 2012, 07:16:22 pm
Hey, I just recently downloaded this tile set and my dwarf models are weird as some dwarves have the right icon for the pack while others are just a simple colored man figure. I tried reinstalling the pack and even the game any idea how to fix it?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on April 26, 2012, 07:30:06 pm
Hmmm. Are you sure you're installing all the files? And overwriting init.txt?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Kuikka on April 30, 2012, 07:47:23 am
I finally ended up using version .07. Please check if I did it correctly - Aklyon told the basics but like most of the good advices it leaves something to be thought by oneself.

- I downloaded Ironhand's graphics set using latest .07 version
- I transferred saves from .05 to .07 save folder
- I copied DF (.07)/Raw to DF (.07)/data/saves/region/raw ("updating" .05 raws to .07 raws)

I encountered FATAL ERROR: Missing Creature Body Definition: RCP_EYELIDS when loading my save

- from this topic (http://www.bay12forums.com/smf/index.php?topic=106267.0) I learnt that I have to use old eyelids definition so added them to body_rcp.txt

- I was finally able to load my fortress, and it seems some colours have changed. Siltstone, brown, is now grey. It doesn't bother me but I hope there are no other errors more severe.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: tunio6538 on May 02, 2012, 02:54:05 am
Hello i found little bug with gold doors they looks like metal bar i don't check any other metal doors it can be problem with all of them. ppl can u chceck this or maybe its problem only with my version ?
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Hippoman on May 02, 2012, 08:13:09 am
I finally ended up using version .07. Please check if I did it correctly - Aklyon told the basics but like most of the good advices it leaves something to be thought by oneself.

- I downloaded Ironhand's graphics set using latest .07 version
- I transferred saves from .05 to .07 save folder
- I copied DF (.07)/Raw to DF (.07)/data/saves/region/raw ("updating" .05 raws to .07 raws)

I encountered FATAL ERROR: Missing Creature Body Definition: RCP_EYELIDS when loading my save

- from this topic (http://www.bay12forums.com/smf/index.php?topic=106267.0) I learnt that I have to use old eyelids definition so added them to body_rcp.txt

- I was finally able to load my fortress, and it seems some colours have changed. Siltstone, brown, is now grey. It doesn't bother me but I hope there are no other errors more severe.

So that's how I fix that... I should keep that in mind if I ever get around to fixing mine.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NTJedi on May 02, 2012, 02:05:06 pm
Question:

Chert wasnt supposed to be brown?
I hate to pester but do you think the unfinished "finished" door issue is going to be resolved in next update? Currently I'm using old .67 since it drives me crazy.

There was several colors and designs broken with .68 version...  I will try switching back to .67 version.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on May 02, 2012, 07:15:26 pm
Oh well, hopefully Ironhand will fix this issue, the doors, the rock color changes, the diamond pattern everywere.
I still enjoy this Graphic pack, it's so dwarfy

PROTIP: Add banners!!!
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: mithosaurion on May 02, 2012, 10:05:15 pm
I recently made a new race, got it working in the current version of dwarf fortress, and started playing with it in fortress mode.  Only I just realized that despite the fact that I set the race to look exactly like elves (basically copying and pasting the [CREATURE_TILE:'e'][COLOR:3:0:0] and [CREATURE_SOLDIER_TILE:137] lines from the elf entry) they look like the letter e.  Is there a way I can make the graphics pack recognize them as elves for the sake of graphics? 

Any advice is appreciated.

PS: I love your graphics set.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on May 04, 2012, 04:14:07 pm
Ironhand, I was wondering, your graphic pack is called Ironhand AND Wormslayer.
Who is Wormslayer? What happend to him?

(If you think this is personal you can message me :) )
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on May 04, 2012, 10:38:02 pm
He's around somewhere. He made a bunch of the ASCII tiles last year, back when we actually updated the set and stuff.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Tierre on May 05, 2012, 03:22:11 am
I recently made a new race, got it working in the current version of dwarf fortress, and started playing with it in fortress mode.  Only I just realized that despite the fact that I set the race to look exactly like elves (basically copying and pasting the [CREATURE_TILE:'e'][COLOR:3:0:0] and [CREATURE_SOLDIER_TILE:137] lines from the elf entry) they look like the letter e.  Is there a way I can make the graphics pack recognize them as elves for the sake of graphics? 

Any advice is appreciated.

PS: I love your graphics set.

You should add this creature to txt files in raw\graphics folder. This is where all graphics is assigned to creatures. Just find elves and copy their part of file to the end of it and then change creature name from ELF to your creatures (though don't forget that older elves part should still be there or they will show up as 'e' now).


And now my question - i didn't read this thread rom december and it's got a lot of pages:( So i installed your graphics pack into my moded DF and i changed all the tiles from civforge mod to look good in your tileset. But the problem is the things i see mentioned on this page - how can we repair diamond shaped problem? I can do it manually i just need an insight on what to do:) And on other bugs too - i will do it myself as i don't want to wait for another release:) I can even change what is needed and sent Ironhand a copy with all files repaired so that he can upload it:)

BTW i just checked - dorrs look fine. So only problem is that diamond shape.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on May 05, 2012, 06:46:14 am
Yeah, I'll regress that in the next update.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Tierre on May 05, 2012, 07:23:49 am
And what can i do now to repair diamonds? They are pretty annoying:) It's obviously some problem that central part of a tile is not filled with a background color as i see it (might be wrong).
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: BradUffner on May 05, 2012, 10:44:20 am
And what can i do now to repair diamonds? They are pretty annoying:) It's obviously some problem that central part of a tile is not filled with a background color as i see it (might be wrong).

Try copying over that tile from a previous version of the set.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Tierre on May 05, 2012, 11:28:50 am
And what can i do now to repair diamonds? They are pretty annoying:) It's obviously some problem that central part of a tile is not filled with a background color as i see it (might be wrong).

Try copying over that tile from a previous version of the set.

Can't find that version:( Wimbli got 0.68 only and my previous version was from 31.25. Maybe that will work....


Seems like i repaired it by chanaging all diamond tiles to 31.25 ironhand version with TIleGenie.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Bo-Rufus CMVII on May 08, 2012, 12:43:13 am
There was several colors and designs broken with .68 version...  I will try switching back to .67 version.

Is 0.67 still available on line anywhere?  I'm not finding a link.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on May 08, 2012, 07:29:10 am
Sorry about all the complaints with the last version.
I went and hosted Ironhand 0.67u on Dropbox.
You can get it here (http://dl.dropbox.com/u/10973218/Ironhand%200.67u.zip).
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Bo-Rufus CMVII on May 08, 2012, 07:23:55 pm
Sorry about all the complaints with the last version.
I went and hosted Ironhand 0.67u on Dropbox.
You can get it here (http://dl.dropbox.com/u/10973218/Ironhand%200.67u.zip).
Thanks.  We all appreciate the work you do, and I appreciate the quick response.

Did you sometime in the past year or so make changes so that some of the unmined stone/mineral types are rendered with a 'v', a '-', or the "lunchbox" icon?  Or is my system configured wrong?  I never saw any of that before.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Ironhand on May 09, 2012, 07:09:46 am
Not that I know of.
I can have a look, though.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: BradUffner on May 11, 2012, 02:54:48 am
Seems like i repaired it by chanaging all diamond tiles to 31.25 ironhand version with TIleGenie.

I love it when one of my programs is useful!  I hadn't even thought of using TileGenie.  I'm way too focused on Raw Explorer these days.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: uristmcgamer on May 11, 2012, 05:34:23 am
This set is amazing, I can't play DF without it. Keep up the good work!
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on May 14, 2012, 08:10:56 am
34.08 is out!  :)

EDIT: My reply sounds to strange, it seems that in other words its telling "Update Ironhands! *whips*.
But its not
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Jacko13 on May 14, 2012, 10:08:10 am
Love the tlleset Ironhand!  It helped convert me from an isolated dabbler with DF to a full fledged addict. Despite being on tenterhooks to see the new release with minecarts etc, not sur I want to go back to plain ASCII. Assume updating the tlleset to this new release is a big job and going to take a while?

Thanks again for the awesome graphics!
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Meph on May 14, 2012, 10:11:23 am
Updating to 34.08 should only consist of changing the tile for the new tools, meaning minecarts, thats it.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: BradUffner on May 14, 2012, 11:04:10 am
Updating to 34.08 should only consist of changing the tile for the new tools, meaning minecarts, thats it.
  Going to have to do /something/ about those tracks too.
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: the_game_hunt on May 14, 2012, 01:34:25 pm
UH-OH. Ironhands is gone since may 07, lets hope it isnt like sizeak
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on May 14, 2012, 01:54:58 pm
Well, all the tiles for minecarts are in the inits, so you can change them if you want.

Presumably, you can use the single lines already used for rivers and making transparencies around the rivers to create the inverse color you need. 

Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on May 14, 2012, 04:28:13 pm
I made a quick mockup using Phoebus's set (because that set doesn't have bends in the rivers, so it's easier to do this). 

(http://i47.tinypic.com/2rp8md2.png)

Transparency tile on the left, what it looks like with blue fore/black background colors (like rivers on the map), and what it looks like with black fore and white background colors (like an inverse for use as rails). 

You can use the same blackspace tricks to make an inverse tile
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: Spiderking50 on May 14, 2012, 05:12:59 pm
So then, any idea how long it will be until IronHand is updated?  :o It's so beautiful and I crave it's succulent eye candy  :D
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: BradUffner on May 14, 2012, 08:14:58 pm
I made a quick mockup using Phoebus's set (because that set doesn't have bends in the rivers, so it's easier to do this). 

(http://i47.tinypic.com/2rp8md2.png)

Transparency tile on the left, what it looks like with blue fore/black background colors (like rivers on the map), and what it looks like with black fore and white background colors (like an inverse for use as rails). 

You can use the same blackspace tricks to make an inverse tile

The rivers are single line tiles if I remember, and the tracks are double line tiles from what I recall Toady mentioning (I'll admit, I haven't run the new version yet to see).  Messing with the single line tile isn't really going to help in this situation, is it?
Title: Re: Ironhand's Graphics Set (new dig-designations!)
Post by: NW_Kohaku on May 14, 2012, 08:37:43 pm
The rivers are single line tiles if I remember, and the tracks are double line tiles from what I recall Toady mentioning (I'll admit, I haven't run the new version yet to see).  Messing with the single line tile isn't really going to help in this situation, is it?

Check your d_init.txt - Toady was kind enough to leave us all the tiles in the init files for us to play with at our leisure. 
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Ironhand on May 14, 2012, 09:04:20 pm
...hey guys.
Long time no see.

There is a lot of stuff going on in my life right now.

I have just completed a Bachelors Degree in Computer Science.
My twin sister is also graduating this week, which is also our birthday.
I will soon be starting my first ever real job as a software developer.
I'm also trying to land a new apartment and furniture and whatnot.
And for the first time in my life I have a girlfriend.

So it's all good.
I can't complain.

But you can!
Because DF isn't my top priority right now.

Maybe I'll get around to it eventually.
But don't be sitting around just waiting on it.
Use Phoebus for a while. It's an excellent set.

Sorry, guys.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: NW_Kohaku on May 14, 2012, 09:08:42 pm
I have just completed a Bachelors Degree in Computer Science.
My twin sister is also graduating this week, which is also our birthday.
I will soon be starting my first ever real job as a software developer.
I'm also trying to land a new apartment and furniture and whatnot.
And for the first time in my life I have a girlfriend.

Wow, congratulations, man!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ClkWrkJester on May 14, 2012, 09:21:50 pm
"Hey guys, I got a job, a degree, a girlfriend, and my life is awesome."

No apologizing. thank you for your work til now, and happy trails! Til we meet again.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 14, 2012, 10:51:57 pm
Since Ironhand has a life and I still don't. I looked up how to get my favorite tileset to work with .08 and I think I succeeded. I used a tile merger program to update the raws and did some file compares with cmd prompt "fc" I think i found most of the relevant stuff. I copied the colors.txt from the init and manually copied stuff from the init and d_init.txt. I copied the graphics folder stuff over and it appears to work. The game loads and I have dwarfs and everything looks the same. The only thing that needs work is figuring out how to assign the correct tiles to the new tracks, wheelbarrows and minecarts. If I can figure out the track stuff, could I upload it for everyone else?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: BradUffner on May 14, 2012, 10:53:58 pm
Since Ironhand has a life and I still don't. I looked up how to get my favorite tileset to work with .08 and I think I succeeded. I used a tile merger program to update the raws and did some file compares with cmd prompt "fc" I think i found most of the relevant stuff. I copied the colors.txt from the init and manually copied stuff from the init and d_init.txt. I copied the graphics folder stuff over and it appears to work. The game loads and I have dwarfs and everything looks the same. The only thing that needs work is figuring out how to assign the correct tiles to the new tracks, wheelbarrows and minecarts. If I can figure out the track stuff, could I upload it for everyone else?

My hero!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 14, 2012, 11:05:47 pm
I looked at the track stuff and most of the track sections will work as-is. They use inverted engraved wall tiles. The The end pieces and track stops are just solid black. Also minecarts are solid black and wheelbarrows look like solid stone wall.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 15, 2012, 12:19:37 am
I edited the tools raw to make the wheel barrow use tile 208. I don't know what it is supposed to be or what it is used for already.
I made the minecart use the same tile as traction benches. It seems to be a good fit until something can be drawn.
I decided to make the end track tiles the arrows. They point toward the direction their piece connects to. If you build track stops ontop of them, you will see the track stop and not the arrows.
The track stops were trickier.  I don't know if it is possible change which tile the Track Stop uses, so I just added some transparency to it so its not solid black.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 15, 2012, 12:42:59 am
Ok, here is the file. If its not cool to do this, let me know and I'll take it down.

http://dffd.wimbli.com/file.php?id=6307

Edit: I just realized that some of my personal preferences are included.
In announcements.txt I turned off pause and recenter for damp and warm stone, aswell as citizen birth. I added paused and recenter for citizen death.
Sound is not disabled, but starting volume level is zero. Show Flow amounts is set to YES

Another small bug I just discovered. In D-init.txt, remove the apostrophes around the 199 in to fix single block walls looking like a number 1.
[PILLAR_TILE:'199'] to
[PILLAR_TILE:199]
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on May 15, 2012, 02:58:41 am
Best of luck IronHand! Plenty of other great tilesets around and will give me a chance to try Jolly Bastion and Vherid's properly :D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: caddybear on May 15, 2012, 07:50:05 am
Glad to hear life's working out for you!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: the_game_hunt on May 15, 2012, 08:18:49 am
Ok, here is the file. If its not cool to do this, let me know and I'll take it down.

http://dffd.wimbli.com/file.php?id=6307

Edit: I just realized that some of my personal preferences are included.
In announcements.txt I turned off pause and recenter for damp and warm stone, aswell as citizen birth. I added paused and recenter for citizen death.
Sound is not disabled, but starting volume level is zero. Show Flow amounts is set to YES

Another small bug I just discovered. In D-init.txt, remove the apostrophes around the 199 in to fix single block walls looking like a number 1.
[PILLAR_TILE:'199'] to
[PILLAR_TILE:199]
Thanks for it and:
Im glad to see everything is going well to you Ironhand, but let me tell you;
I once in minecraftforums I had a mod with my friends, but one day we decided not to update it, then the next day, the same happened. We decided to not update our mod again.
If you dont update this soon, I'm afraid you will forget about the graphic pack and never update it, whick happened to me and my friends.
I wish you good luck! :D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 15, 2012, 05:13:04 pm
Removed old link. Use- http://dffd.wimbli.com/file.php?id=6307

Newer version which should look a little better. It contains an edited tileset with a new dedicated wheelbarrow sprite and fixed rails, no more arrows. The pillar problem is also fixed.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 15, 2012, 07:33:04 pm
http://dffd.wimbli.com/file.php?id=6311

Newer version which should look a little better. It contains an edited tileset with a new dedicated wheelbarrow sprite and fixed rails, no more arrows. The pillar problem is also fixed.

Looks fantastic, thank you.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Fireborn on May 15, 2012, 07:48:47 pm
I have just completed a Bachelors Degree in Computer Science.
Congratulations
My twin sister is also graduating this week, which is also our birthday.
Congratulations
I will soon be starting my first ever real job as a software developer.
Congratulations
I'm also trying to land a new apartment and furniture and whatnot.
Congratulations
And for the first time in my life I have a girlfriend.
Unsure if congratulate.
Because DF isn't my top priority right now.

Maybe I'll get around to it eventually.
But don't be sitting around just waiting on it.
Use Phoebus for a while. It's an excellent set.

Sorry, guys.
Curse your priorities not aligning with my whims!
Ok, here is the file. If its not cool to do this, let me know and I'll take it down.

http://dffd.wimbli.com/file.php?id=6307
Thank you good sir.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: NTJedi on May 15, 2012, 08:31:33 pm
Just my luck... I choose the Ironhand tileset in Feburary and by May it's development is frozen in time. 

I wish you the best of luck Ironhand.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: NTJedi on May 15, 2012, 09:18:05 pm
Use Phoebus for a while. It's an excellent set.

Tried Phoebus... don't like the walls or the thin fonts.  I'll look at a few of the others.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 15, 2012, 09:31:12 pm
Use Phoebus for a while. It's an excellent set.

Tried Phoebus... don't like the walls or the thin fonts.  I'll look at a few of the others.

I already merged ironhand with 34.08. Check a few posts up


I have been playing a new fort with this set and there are a few strange things. Certains are using the wrong tile and I have no idea where to find them to correct it. The trees looks normal during the green seasons, but during winter, they use the wrong tile.
http://dwarffortresswiki.org/index.php/DF2012:Tilesets
The tileset page on the wiki says the default for winter trees is Tile 199. I'm seeing tile 199 from the Ironhand tilset sheet in-game, but it isn't the same one Ironhand used before. Does anyone know which raw file I need to edit to fix it?

EDIT: Ah, I figured out the problem. I'm missing the [DEAD_TREE_TILE:255][DEAD_TREE_COLOR:7:8:0] from the .08 raws. I'll just go through manually and fix them, then double check anything else isn't left out then upload a new version.

EDIT2: Ok, this is fixed. Putting up a new version right now.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 15, 2012, 10:26:05 pm
New update is out. fixed all of the problems. Please report any other issues that you find. I will be playing too and fix whatever I can find myself.

http://dffd.wimbli.com/file.php?id=6307
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Qenton on May 16, 2012, 10:29:38 am
New update is out. fixed all of the problems. Please report any other issues that you find. I will be playing too and fix whatever I can find myself.

http://dffd.wimbli.com/file.php?id=6307

Thanks. So far have found no issues.   Was trying some merging myself but your's worked much better. 
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Anrock on May 16, 2012, 03:10:29 pm
New update is out. fixed all of the problems. Please report any other issues that you find. I will be playing too and fix whatever I can find myself.

http://dffd.wimbli.com/file.php?id=6307
Can you post just upgrade package, without preinstalled df?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 16, 2012, 03:47:21 pm
It's not a bug, per-say, but I'm curious why most of the stone doors use a blat, grey colored, door tile, and then some use a different tile?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 16, 2012, 03:51:06 pm
I think you just need the raw folders, the art folders and the inits folders to make an upgrade version. But I'm not sure exactly which files are necessary. I'll look at some older upgrade versions to see which files Ironhand included in them.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 16, 2012, 03:52:40 pm
It's not a bug, per-say, but I'm curious why most of the stone doors use a blat, grey colored, door tile, and then some use a different tile?

they did that in Ironhand's 0.68 for 34.07. I would have to go and find an earlier version to see whats different to fix that. It would involve a lot of text searching through raws.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 16, 2012, 04:55:03 pm
It's not a bug, per-say, but I'm curious why most of the stone doors use a blat, grey colored, door tile, and then some use a different tile?

they did that in Ironhand's 0.68 for 34.07. I would have to go and find an earlier version to see whats different to fix that. It would involve a lot of text searching through raws.

It's not a big deal, since it irks me I might dig through the raws myself, and "fix" things to my liking. I'll post a modified version when I'm done. Depending on which people like more, you can keep my changes, or ignore them.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Fireborn on May 16, 2012, 05:25:38 pm
It seems to be an occasionally reoccurring bug in the game that doors sometimes stay flipped to the "unbuilt" colors.

Kinda like how Metal doors have used the metal bars tile for two/three versions now...
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 16, 2012, 05:42:04 pm
I have found the problem with the door colors. It is a result of a lot of materials have bad color values. I dug up an ironhand release for 34.05, it's just before he changed the colors around and I am manually editing all of the color codes in the raws to the old values. It should fix a lot of stuff and all of the game's colors should go back to the way it looked in the older versions, which I prefered personally.

We'll have Red Bauxite again!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 16, 2012, 06:31:19 pm
I have found the problem with the door colors. It is a result of a lot of materials have bad color values. I dug up an ironhand release for 34.05, it's just before he changed the colors around and I am manually editing all of the color codes in the raws to the old values. It should fix a lot of stuff and all of the game's colors should go back to the way it looked in the older versions, which I prefered personally.

We'll have Red Bauxite again!

Awesome, thank you so much!

It's good to see that we might be able to crowd-source this graphics pack.

Is there a list of creatures that need sprites?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 16, 2012, 07:24:19 pm
New release with color fixes and an extra download link for an upgrade pack. Let me know if I did that correctly for you.

Ironhand with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand upgrade
http://dffd.wimbli.com/file.php?id=6320
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 16, 2012, 10:17:18 pm
I figured out why he edited all of the colors. It was to make the diamond pattern work for this designations. With the colors reverted, the diamond pattern is showing through on every natural stone wall.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Valience on May 17, 2012, 09:55:46 am
Congrats on everything, Ironhand! Thanks for the time you and Worm slayer have put into the set so far, and best of luck in your travels.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 17, 2012, 11:06:11 am
Updated for 34.09


Ironhand 0.71 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.71 upgrade
http://dffd.wimbli.com/file.php?id=6320
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: dae666 on May 17, 2012, 11:27:56 am
Goldenshadow, you are my hero.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ThatAussieGuy on May 17, 2012, 11:29:34 am
So should we be calling the tileset Goldhand now? *rimshot*.  This is awesome, GoldenShadow.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: the_game_hunt on May 17, 2012, 11:49:43 am
Updated for 34.09


Ironhand 0.71 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.71 upgrade
http://dffd.wimbli.com/file.php?id=6320
You deserve a cookie sir!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: maluraq on May 17, 2012, 12:39:30 pm
Updated for 34.09


Ironhand 0.71 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.71 upgrade
http://dffd.wimbli.com/file.php?id=6320

Excellent.   I just finished porting the 34.08 mod to 34.09 myself for testing too ... any chance you'd be willing to post a fresh thread and link it so we can grab updates directly from the first post as you edit it?  That would be very handy.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 17, 2012, 01:02:55 pm
I'd rather keep it all in this thread until we hear from Ironhand and get his blessing.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: King Mir on May 17, 2012, 05:03:48 pm
What font was the original tile set based on?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 17, 2012, 06:59:20 pm
If anybody sees any animals that don't have a graphic, and just shows as a letter, please post what kind of animal it is and I'll see if I can match it up to one of the tiles on the critter page. I fixed the White stork already. I used the same graphic as the normal stork.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Artanis00 on May 17, 2012, 08:29:00 pm
If anybody sees any animals that don't have a graphic, and just shows as a letter, please post what kind of animal it is and I'll see if I can match it up to one of the tiles on the critter page.

I've got a rattlesnake with no graphic.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on May 17, 2012, 08:42:49 pm
I already made sprites for 95% of all the vanilla critters and posted that in the animal graphics sharing thread. Both Masterwork DF and Legends of Forlorn Realms do use this version.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 17, 2012, 09:01:01 pm
If anybody sees any animals that don't have a graphic, and just shows as a letter, please post what kind of animal it is and I'll see if I can match it up to one of the tiles on the critter page. I fixed the White stork already. I used the same graphic as the normal stork.

Skunk, and wombat both show up as letters.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 17, 2012, 10:32:59 pm
I already made sprites for 95% of all the vanilla critters and posted that in the animal graphics sharing thread. Both Masterwork DF and Legends of Forlorn Realms do use this version.

Wow thats awesome. I'm going to add some of them as I learn which ones are missing.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on May 17, 2012, 10:39:16 pm
Forgot the link ^^

Here you go: Thread with the sprites (http://www.bay12forums.com/smf/index.php?topic=101137.msg3208828#msg3208828)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 17, 2012, 11:13:43 pm
OK, I added 4 animals to ironhand's critters.png I pieced together the backgrounds he used and matched the transparency, it's like it came from the man himself. Skunk, porcupine, wombat and rattle snake are in for the next update.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on May 18, 2012, 01:12:03 am
I'm still on 34.07, but porcupine, kingsnake(i think, been a while since i've seen one)

Edit: Gaint: Echidna/Coati(and babies)/Flying Squirrel/Great Horned Owl/
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Domenique on May 18, 2012, 03:51:59 am
OK, I added 4 animals to ironhand's critters.png I pieced together the backgrounds he used and matched the transparency, it's like it came from the man himself. Skunk, porcupine, wombat and rattle snake are in for the next update.

All hail the usurper!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Artanis00 on May 18, 2012, 07:18:03 am
All hail the usurper!

Better not be anything more than a regency. :(
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: BigD145 on May 18, 2012, 10:36:08 am
The King is dead. All hail the King.

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on May 18, 2012, 12:12:24 pm
@goldenshadow: Just a note: About 70% of all the new animal men are missing in the current download. You can start with those and convert them from my kit. If they meet the quality standart that is, I am in no way a graphic designer.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 18, 2012, 01:41:00 pm
Do you have a copy of the graphic sheet with a transprent background?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on May 18, 2012, 03:09:01 pm
I sadly do not. Regard me as an interested amateur when it comes to graphics. I just copied the default brown background that Phoebus uses as a background for my sprites.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 18, 2012, 03:29:53 pm
I am resizing them from 16x16 to 18x18. Usually its enough to recenter them in the tile if there is no background. So what I am doing it erasing the background recentering and adding the default ironhand background.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on May 18, 2012, 03:33:32 pm
I wasnt aware that ironhand uses different creatures/backgrounds, but once I think about it, sure, makes sense.

Since I do have the ironhand tileset in my mod, but ONLY the tileset, I might have to remodel some things to allow Ironhand sprites as well. Glad that you took it up to you to keep the set updated. :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: NW_Kohaku on May 18, 2012, 03:46:11 pm
Actually, that came up in the graphics sharing thread, as well.  :P

As Meph said, though, this thread (http://www.bay12forums.com/smf/index.php?topic=101137.msg3208828#msg3208828) had several people working on sprites.  I'm fairly sure most of them were already integrated into Ironhand, however.

If you can come up with a list of remaining sprites that need doing (or redoing), then I'm sure that people can start working on them... although I still have a few other graphic projects that I'm still wanting to put at a higher priority.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 18, 2012, 03:54:58 pm
I suppose what needs to be done is to go through the creature raws and check which animals are also present in the graphic raws. Then make a short list of the ones that don't show up twice.

Can you mix 16x16 and 18x18 tilesheets?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: NW_Kohaku on May 18, 2012, 05:43:08 pm
I suppose what needs to be done is to go through the creature raws and check which animals are also present in the graphic raws. Then make a short list of the ones that don't show up twice.

Can you mix 16x16 and 18x18 tilesheets?

The way that Ironhand did it was to simply cut-and-paste the creatures that had no background onto his creature sheets that were 18x18.

I created my sprites to work for 16x16, but they touch the borders in that, so when put into Ironhand's that means that the creatures will all have at least a 1 pixel border.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on May 18, 2012, 08:28:38 pm
You can open your raws with Brad Uffner Raw Explorer and it shows all creatures in a list with the fiiting sprite in front of the ID. Things without sprite = missing sprite. I have a list here, but I must say that I cant really tell what is Vanilla and what are modded creatures.

If you have a list, give me a headsup please :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 18, 2012, 08:39:24 pm
You can open your raws with Brad Uffner Raw Explorer and it shows all creatures in a list with the fiiting sprite in front of the ID. Things without sprite = missing sprite. I have a list here, but I must say that I cant really tell what is Vanilla and what are modded creatures.

If you have a list, give me a headsup please :)

I wasn't aware of this program. Thanks for bringing it to my attention, it should make this whole process much easier.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: vertinox on May 19, 2012, 12:48:31 am
Thanks Goldenshadow! I couldn't play DF without Ironhand!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: orius on May 19, 2012, 04:00:50 am

As Meph said, though, this thread (http://www.bay12forums.com/smf/index.php?topic=101137.msg3208828#msg3208828) had several people working on sprites.  I'm fairly sure most of them were already integrated into Ironhand, however.


I know he added your stuff.  But I think he didn't addsome of the fish and marine creature that were in that thread.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Nerfer2 on May 19, 2012, 07:16:31 pm
Is Ironhand still updating?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 19, 2012, 08:24:11 pm
He is on Hiatus, I sort of took up the job of updating Ironhand to the new releases. I'm playing the game a lot right now though. The new hauling stuff is game changing.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 20, 2012, 12:17:36 am
I don't like how smooth walls look with the changes I did to get them to work as inverted track tiles. Do those river tiles ever get used for anything besides the embark map? I was thinking about replacing the river tiles with new minecart track tiles. This might make rivers look ugly on the embark map, but tracks and smoothed walls would look much better in-game.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: wyrdness on May 20, 2012, 06:15:21 am
They also denote rivers in Adventure mode. Which is fine if you just play Fortress mode like I do, but could be annoying to those who don't.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Tierre on May 20, 2012, 06:48:27 am
You might check how Phoebius tileset managed rivers and tracks. If he allows you to use it - rivers actually look good and tracks even better. It's way better than with walls:)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on May 20, 2012, 11:53:57 am
You might check how Phoebius tileset managed rivers and tracks. If he allows you to use it - rivers actually look good and tracks even better. It's way better than with walls:)

Was just gonna say this myself, they look great.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 20, 2012, 05:49:59 pm
Heres a few wip shots of the new minecart tracks I made.

in-game:
http://www.freeimagehosting.net/f99qo
embark map:
http://www.freeimagehosting.net/1hcgx
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Valience on May 20, 2012, 11:57:16 pm
Ok, so maybe I'm the odd man out here for liking the way it looked... but does anyone have the diamond designation png still? I can't seem to find a link to a set that still has it. It's possible I missed it buried in an obscure post somewhere, though.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: BradUffner on May 21, 2012, 12:00:43 am
You can open your raws with Brad Uffner Raw Explorer and it shows all creatures in a list with the fiiting sprite in front of the ID. Things without sprite = missing sprite. I have a list here, but I must say that I cant really tell what is Vanilla and what are modded creatures.

If you have a list, give me a headsup please :)

I wasn't aware of this program. Thanks for bringing it to my attention, it should make this whole process much easier.

Glad I could help!  A future version will allow you to directly assign graphics to the creatures without having to actually poke the graphic raws.  It'll use a graphic picker similar to the one used for selecting a tile argument.  If I feel really ambitious I may even add some basic graphic editing tools to it for tweaking pixels.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 21, 2012, 12:37:02 am
What would be real helpful would be a way to see what a tile looks like with various color combinations and how it looks inverted. I have to save my work from photoshop and loadup the game to check how stuff looks.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 21, 2012, 12:39:13 am
Ok, so maybe I'm the odd man out here for liking the way it looked... but does anyone have the diamond designation png still? I can't seem to find a link to a set that still has it. It's possible I missed it buried in an obscure post somewhere, though.

the diagonal one is still there, but I haven't updated it. I'll do so for the next release. Its easy to do so, just need to copy and paste the changes to the other png file.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Qenton on May 21, 2012, 01:17:08 am
Heres a few wip shots of the new minecart tracks I made.

in-game:
http://www.freeimagehosting.net/f99qo
embark map:
http://www.freeimagehosting.net/1hcgx

I really like those minecart tracks.  Laying down copper tracks would look pretty cool with this set.   I don't look at the embark screen for very long and the new "river" tiles sort of makes the rivers look like they have rapids, which is not a bad thing.   

You might want to change the horizontal axis since  I think the movement tiles uses the river tiles.   Also I think crutches use the river tiles as well.

Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: BradUffner on May 21, 2012, 03:26:52 am
What would be real helpful would be a way to see what a tile looks like with various color combinations and how it looks inverted. I have to save my work from photoshop and loadup the game to check how stuff looks.

That's sounds useful enough.  It'll be a while to get to anything like that in Raw Explorer, but I can probably whip up a quick little program for you that does just that.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Domenique on May 21, 2012, 07:39:21 am
Is Ironhand still updating?

He has a girlfriend now. He's lost to us.  :'(
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Saiko Kila on May 21, 2012, 08:27:45 am
Is Ironhand still updating?

He has a girlfriend now. He's lost to us.  :'(

Be hopeful. Girlfriends aren't for life.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Tierre on May 21, 2012, 08:46:17 am
Until they become wifes and mothers of your children - that's then you are totally screwed... but you won't even understand it and probably be happy about it:)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: dieffenbachj on May 21, 2012, 09:31:30 am
The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Tierre on May 21, 2012, 09:38:37 am
Oooohhhh..... dwarfy decision:) Now how do we contact her and make her love DF?.... that may be a problem:(
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Domenique on May 21, 2012, 10:44:14 am
The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.

I tried that, and was laughed at because "I'm busy all the time playing "The Matrix"".
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hammerstar on May 21, 2012, 11:23:43 am
The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.

I tried that, and was laughed at because "I'm busy all the time playing "The Matrix"".
People still play that waste of money?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Domenique on May 21, 2012, 11:31:29 am
The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.

I tried that, and was laughed at because "I'm busy all the time playing "The Matrix"".
People still play that waste of money?

No, she just though that the ascii characters are like those green thingies from the screens on "The Matrix", and that I was essentially decoding them to understand what was happening.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: maluraq on May 21, 2012, 11:33:21 am
Heres a few wip shots of the new minecart tracks I made.

in-game:
http://www.freeimagehosting.net/f99qo
embark map:
http://www.freeimagehosting.net/1hcgx

Very nice, I'd love to be playing with those right now ... just designated a double-width haulage track from layer 3 to layer 157 to bring my ore down for smelting and food supplies for the workers.  The various pick-up locations would look much better with this set.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 21, 2012, 11:54:21 am
Updated for 34.10


Ironhand 0.72 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.72 upgrade
http://dffd.wimbli.com/file.php?id=6320
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Domenique on May 21, 2012, 11:55:29 am
Updated for 34.10


Ironhand 0.72 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.72 upgrade
http://dffd.wimbli.com/file.php?id=6320

Great! Thanks.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Wavecutter on May 21, 2012, 02:51:14 pm
Thanks GoldenShadow. I appreciate your efforts.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 21, 2012, 02:59:47 pm
Is there any way at all to have more than 256 tiles on the tilesheet, or have multiple tilesheets? I wonder if I can replace some of the unused alphabet characters. A lot of them are only used for text according to the wiki, but shouldn't this be redundant if you have truetype turned on?

These letters are only used for text or animals, which can have their own graphics:

9
A - also used as a tile in the farmer's workshop
B
C
E
F
G
H
J
K
L
M
N
P
Q
R
S
T
U
Y
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Artanis00 on May 21, 2012, 03:11:52 pm
Is there any way at all to have more than 256 tiles on the tilesheet, or have multiple tilesheets? I wonder if I can replace some of the unused alphabet characters. A lot of them are only used for text according to the wiki, but shouldn't this be redundant if you have truetype turned on?

Last I checked, not all the text in the game has been replaced with truetype.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: DavionFuxa on May 21, 2012, 04:37:45 pm
Heres a few wip shots of the new minecart tracks I made.
Quote
First, thank you for updating the graphics. Comments then on your addition and changes.

Quote
in-game:http://www.freeimagehosting.net/f99qo
Mine Tracks looks great, no complaints about them. Good work on the change.

Quote
embark map:http://www.freeimagehosting.net/1hcgx
Roads and Rivers, not so much. For a brief look for finding your Embark site it might be bearable, but come time you decide to enter Adventure Mode it looks absolutely horrible. In the Travel mode, or the Zoomed in Mode when your in a Hamlet, the road tiles become overpowering and it really encourages you to start training your Ambushing skill whenever you come anywhere near a hamlet or town, because you really don't want to be in the travel screen all that long with it.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 21, 2012, 05:34:52 pm
Any suggestions on how to fix it. I very rarely play adventure mode.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 21, 2012, 06:44:10 pm
Wild boar shows up as a "B"

Not sure if that's been reported yet.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: DavionFuxa on May 21, 2012, 08:15:25 pm
I can't really give you any good suggestions. To spell out the problems in detail -

-Because of the size of the track, it makes the tile look bright, and when you have half your screen as road in a hamlet, you get a massive amount of bright green. This is less of an issue in towns but still a bit of an issue.
-There can be a lot of rivers and roads in addition to the Hamlets, and this further increases the amount of tracks your going to be running around on the screen.
-The Tracks themselves can also be a jumbled mess in a Hamlet or Town, making it difficulty to understand which way to maneuver.

Besides reverting the track tiles to the old straight line that was like before or creating two different tilesets with one focused on Adventure Mode and the other on Dwarf Fortress I'm not sure there can be any suggestion for improving the tiles as is.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: krenshala on May 21, 2012, 08:58:50 pm
Wild boar shows up as a "B"

Not sure if that's been reported yet.
I just ran into some weasels, and they showed as "w".  From checking the graphics files it looks like weasels, giant weasels and weasel men lack sprites at this point.  I'm using 0.71 added to Phoebus (I like the Ironhand dwarves very much ;) ).

By the way, GS, you might check Phoebus's tracks if you haven't already.  Not sure if they will integrate well with Ironhand, but they should give you some nice ideas on how thing can work.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 21, 2012, 09:39:55 pm
I wonder if inverting the track tile's color and keeping the alpha transparency the same will do the trick.

Tweaked it a bit:
http://www.freeimagehosting.net/9md46
http://www.freeimagehosting.net/8p2ub
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: DavionFuxa on May 21, 2012, 11:17:07 pm
That looks far more bearable on the eyes at least. The Tracks still look out of place of course for the roads and rivers but at least it wouldn't be such a strain on the eyes for those using adventure mode.

I'll note that I agree with Krenshala that you should check out how Phoebus implements its roads/rivers/tracks. It's simple but a well done design.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Tierre on May 22, 2012, 03:10:07 am
Playing matrix? Just put Ironhand tileset there and it seems less matrix that way:)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Wavecutter on May 22, 2012, 06:14:19 am
My wife always comments that I'm "playing with my dots" when she sees me playing DF.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Babylon on May 22, 2012, 06:44:58 pm
So is Ironhand no longer being updated?  I see "on hiatus" on the first post.  It's always been my favorite graphics set.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 22, 2012, 06:53:59 pm
So is Ironhand no longer being updated?  I see "on hiatus" on the first post.  It's always been my favorite graphics set.

It's being maintained, just not by Ironhand.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Babylon on May 22, 2012, 09:07:47 pm
So is Ironhand no longer being updated?  I see "on hiatus" on the first post.  It's always been my favorite graphics set.

It's being maintained, just not by Ironhand.

ok sweet.

*goes back to eagerly waiting for it to match up with .10*
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 22, 2012, 09:18:37 pm
It was since .10 came out. check a few pages back.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hammerstar on May 23, 2012, 03:16:16 pm
The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.

I tried that, and was laughed at because "I'm busy all the time playing "The Matrix"".
People still play that waste of money?

No, she just though that the ascii characters are like those green thingies from the screens on "The Matrix", and that I was essentially decoding them to understand what was happening.
Oh, I see. The way you worded it and the quote, I read it as her saying she was playing the Matrix, and I immediately thought of that godawful MMO.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ZombieRacoon on May 25, 2012, 06:56:40 am
Pardon me if this is the wrong place to ask, but, I'm having trouble getting minecarts and wheelbarrows to appear in my game.

I *had* been using the lazy newb pack, and playing 34.07 with MayDay, graphics. Since then, I've restarted in 34.10, downloaded the very latest Ironhand update, copied the data nad raw folders into my DF folder, but do not have acccess to barrows or carts.

I can confirm that in the raws, in the tools text file, carts and barrows are the last two items in the file.

What else might I be missing?

Also, the Ironhand graphics pack is great. Being new to it, though, is it "right" that boars show up as B and weasels are w, amongst a few other things...? I mean, I'd be surprised if there were graphics for literally everything, but there seem to be some (possibly, depending on your definition) noteable exceptions.

NOT a whinge, just a question! :) I sure as hell couldn't do any better!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rose on May 25, 2012, 07:27:40 am
My guess is that if you're loading an older save, the game only adds in the default minecarts if there's none in the raws.

Remove them and try again.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ZombieRacoon on May 25, 2012, 07:52:08 am
Ok, I almost follow that. Remove the from the raws (check), then try *what* again? Adding them?

Are you suggesting something like remove from raws, start game, save and exit, add to raws, start game?

Or are you saying remove them, re-add them and then start a new game? That'd make me momentarily sad, but hey, DF's all about the starting voer after *some* kind of disaster! :) Who says the disaster ahs to be in-game, eh?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ignatzami on May 25, 2012, 09:56:45 am
Ok, I almost follow that. Remove the from the raws (check), then try *what* again? Adding them?

Are you suggesting something like remove from raws, start game, save and exit, add to raws, start game?

Or are you saying remove them, re-add them and then start a new game? That'd make me momentarily sad, but hey, DF's all about the starting voer after *some* kind of disaster! :) Who says the disaster ahs to be in-game, eh?

1) Go to your Dwarf Fortress directory. Copy the raws folder.
2) Go to your save game, copy over the raws folder there.
3) Profit!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: scionreaver on May 25, 2012, 09:06:42 pm
I'm using the Ironhand 0.72 full pack with the game included, fresh copy, genned a world there, and shot bolts have the tile of mine cart rails, I think. A few letters in whatever mode it is after you hit F12 have been replaced with miscellaneous tiles including two levers and some stone tiles. Also there's issues with letters fading out randomly (as if there were invisible black bars blocking words at random). I've tried copying raws and so forth. Any other ideas?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 25, 2012, 09:56:39 pm
This somewhat expected behavior. We are limited in the number of tiles and a lot of them are being shared many times over. The black bars is a bug and I haven't heard if anyone knows how to fix it. I suggest keeping True Type turned on (F12), otherwise the game uses the tileset to draw text instead of a font.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rose on May 25, 2012, 10:07:19 pm
Ok, I almost follow that. Remove the from the raws (check), then try *what* again? Adding them?

Are you suggesting something like remove from raws, start game, save and exit, add to raws, start game?

Or are you saying remove them, re-add them and then start a new game? That'd make me momentarily sad, but hey, DF's all about the starting voer after *some* kind of disaster! :) Who says the disaster ahs to be in-game, eh?

remove them from your save raws.

Don't add them back.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Valience on May 26, 2012, 01:23:06 pm
Also there's issues with letters fading out randomly (as if there were invisible black bars blocking words at random).
I too am having this, but I haven't really seen anything in my lazyman lurking to see what's causing it.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Clover Magic on May 26, 2012, 01:43:17 pm
Also there's issues with letters fading out randomly (as if there were invisible black bars blocking words at random).
I too am having this, but I haven't really seen anything in my lazyman lurking to see what's causing it.

It's a problem with DF's TrueType implementation.  Using TrueType causes that.  There's no way for any graphics pack to fix it, it will have to be worked out on the development end.  The best way to combat it is just to save and restart when it gets too bad, a freshly-opened copy of the game ought to be free of it for a little while.  You could also turn TrueType off with F12 to fix it, but it'll mess up the tiles.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: River on May 30, 2012, 03:45:38 pm
Is it normal for Ironhand's Graphics Set to display all military dwarfes incorrectly?

I'm using it on the current (v0.34.10) version, and all my military dwarfes (at least in the stock menu (z)) are displayed as a Stoneworker. The same thing happens when I download the current official release of Ironhand's with v0.34.07 included; nothing but Stoneworkers in the stock menu, again.

So, I guess this is a bug with the release? Is there anything I could do about it?

EDIT: Well, color me green, I'm getting the exact same problem when downloading a completely different Graphics Set, and generate a completely new world! Is DF just bugged like that in the current release, or do I have some file somewhere on my PC that's messing everything up?

EDIT2: Well, shame on me. It seems this issue is neither a new one (first reported back in 2010 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1604)), nor does it affect the actual military dwarfs units, only the status screen. Sorry!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: scionreaver on May 30, 2012, 05:29:59 pm
The blackout bars occur whenever I'm already in truetype and scroll through/select a unit. In that case, it seems to extend a black box (the background of the text) further out to the right than it should, occluding any words behind it (i.e. when I go to the unit list screen to scroll through my dwarves, it blacks out the job behind the dwarf sometimes as I scroll down. It's not for every single line, but it IS always the second dwarf at least).

So, turning off true type yields the obvious horrible giant blocky text in menus, fraught with repeated tiles for certain things (like the grate tile and number sign tile being the same).

I'm assuming you can't disable custom graphics on just the menu portions. As of now, this is basically unplayable for me (my only two choices are either large portions of my text are outright missing, or the menu is just way too blown up to read when not in truetype, leading to words being compressed to ridiculous, unreadable lengths).

I don't suppose there are any other workarounds aside from restarting the game a lot, because I'd much rather use this tileset than the default ASCII.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Seikatsukan on May 31, 2012, 01:43:01 am
For all those having problems with black squares/bars hiding text on the menus:

This is not a "fix", since the problem is in the code, but you can make those black bars go away when they get too annoying, at least for a little while, by changing the zoom level. You can change it back to normal immediately, it still removes all the black bars. They'll come back after a while, but it's nothing game-breaking IMHO.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on May 31, 2012, 04:34:19 am
Switching to full-screen helps a lot.

And the black bars that extend are because irregardless of the width of a letter in a true type font the game will still render it at full normal tile-mode width, and because "truetype" display shows many more letters the game is rendering a massive long string which is why the black bars appear.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ThatAussieGuy on May 31, 2012, 11:39:58 am
What IS the basis for that bug anyway? Something in the basic game code?  I'm guessing there's a missing bracket somewhere in a general value.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on May 31, 2012, 02:19:50 pm
It's an internal issue which Toady will need to fix, it should be incredibly easy depending on how hacky his TT implementation is.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Lac on June 02, 2012, 10:20:27 am
Bug 5097 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097) refers to vanishing TrueType text and has more info about the cause.  It is assigned to Baughn, although his last input was in March - to ask Toady if he could pass additional info in the call.  It also features in the worst bug poll (http://www.bay12forums.com/smf/index.php?topic=106010.0).
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on June 04, 2012, 07:00:45 pm
Updated for 34.11


Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: vertinox on June 04, 2012, 08:13:37 pm
Updated for 34.11


Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320

Thanks for the quick update! Quick question, to upgrade from older version do I just need to extract the upgrade into my DF folder?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on June 04, 2012, 09:22:52 pm
The upgrade is to add Ironhand graphics to a vanilla version of Dwarf Fortress 34.11

Copy your save folder to 34.11 and then replace the raws in the save folder.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Igfig on June 05, 2012, 04:52:32 pm
I noticed you've finally added graphics for demons, titans and forgotten beasts. Awesome! Are you planning to do bogeymen and night creatures soon?  They're both NIGHT_CREATURE_# in raws.

Incidentally, I've been working on some graphics for the procedural creatures as well. When they're finished, would you be interested in seeing them?  And are coloured sprites okay, or would you prefer I do everything in greyscale for ADD_COLOR?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on June 05, 2012, 05:59:52 pm
Post what you've got when its ready.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Greendogo on July 30, 2012, 05:45:53 am
Is this being updated for compatibility by fans when a new version is released?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on July 30, 2012, 11:33:52 am
Is this being updated for compatibility by fans when a new version is released?

For 34.11? it already has been, search back a few pages. For the future? lets hope so!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Raven on August 03, 2012, 12:43:41 am
since maygreen seems to have some problem i'll try this one out :)

was addicted to the other one, but i guess i can try some new things :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 12, 2012, 08:58:16 pm
I kinda stopped playing Dwarf Fortress for a while. Right now, I'm playing X3 Albion Prelude.  Its a big time sink just like DF.  If a new version comes out, I'll try to get Ironhand updated as soon as I can, but it looks like there may be a long wait for the next version.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Moorindal on August 18, 2012, 09:32:51 am
Why do copper doors looks like track stops?
Screenshot: http://www.freeimagehosting.net/2mxz1
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Igfig on August 18, 2012, 06:08:39 pm
Metal doors use the same tile as bars, track stops, activity zones, and ≡exceptional-quality≡ items, among others. Not something easily changed.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: uristmcdorf on August 23, 2012, 03:44:27 pm
Hello! Not sure if its right place to ask or if somebody already asked but anyway - how one would go about adding Ironhand graphic of dwars into Genesis or Masterwork mod? I`m trying to do that for the last 2 hours and either game is crashing or dwars dosnt show up correctly. Looks like Ironhand dwarfs are too big and dont fit or something like that. Any thoughts?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 27, 2012, 10:47:49 am
Get the upgrade pack, all of the files are required are there. the raws are redistributed because a lot of tile references and colors are different from vanilla. You can use the program I used to update it. Winmerge. It lets you compare 2 text files for differences. What I do was do a folder compare, which lists each text file side by side and tells me if they are the same or different. In the ones that are different, I opened them up and do a line by line difference. It shows me which lines are different. You can even automatically move changes are one side to another.

http://winmerge.org/
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Igfig on August 28, 2012, 04:50:12 pm
Oh! Thank you for that link, GoldenShadow. I knew something like that existed somewhere out there, but I could never find it. I've been writing my own scripts to add graphics support to my mods, but this will be so much faster.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rose on August 28, 2012, 11:09:44 pm
There's also some command line utilities you can use that you can add into a batch file, to have an automated installer for your mod, that will work even if somebody has other mods installed.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: swagcube on October 13, 2012, 07:03:34 am
Is there a way to apply this tileset on ubuntu as well?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rose on October 13, 2012, 11:12:57 am
yes. Nothing in a tileset depends at all on which OS you are on. You just have to replace the right files.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Half-assassin on November 17, 2012, 06:39:09 pm
Is there anyway to slow the game down to it's original pace?  It would make it a lot more playable for me, it seems to fast as it is.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rose on November 17, 2012, 10:57:22 pm
There's an FPS limit in the configs somwhere.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Veetor on November 20, 2012, 11:11:17 pm
Updated for 34.11


Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320

Thank you! I've been out of the game for a while, what happened to Ironhand?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Lysabild on November 20, 2012, 11:17:50 pm
Updated for 34.11


Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320

Thank you! I've been out of the game for a while, what happened to Ironhand?

He's just busy with real life and doesn't play the game currently, hence why it says Hiatus instead of 'dead' or whatever.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Ticky on November 23, 2012, 02:37:18 pm
Is it possible to run this on Mac? Sorry if someone said this somewhere already...

EDIT: I dragged the raw init and art folders into the original. only those. Which folders should I be grabbing for Mac?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: danaris on November 23, 2012, 05:31:53 pm
Is it possible to run this on Mac? Sorry if someone said this somewhere already...

All tilesets work on all platforms that DF works on.

Quote
EDIT: I dragged the raw init and art folders into the original. only those. Which folders should I be grabbing for Mac?

IIRC, you need to replace the raw folder (the one in the DF folder and the ones in any saved games you want to apply the tileset to), and copy the art files into the art folder, then make the changes to the init files to tell DF to use the Ironhand graphics.

(My preferred method of doing this is a graphical diff tool like the one built into TextWrangler (http://www.barebones.com/products/textwrangler/), or the FileMerge tool that comes with the Mac dev tools.)
Title: Use of the graphics set in a personal project
Post by: carkaton on December 08, 2012, 01:47:25 pm
Hello, I have been using this graphics set as adapted to a roguelike-like project.  I don't intend to advertise or release the game with your artwork, but I've recently moved created a github repository with the resources as part of the repo.  Again, I'm not advertising that this game exists, but the source is now out there. 

I just wanted to check if I have ironhand's or whoever's permission to continue to use the art now that my game is somewhat in the public realm.
Title: Re: Use of the graphics set in a personal project
Post by: the_game_hunt on December 09, 2012, 08:50:09 am
Hello, I have been using this graphics set as adapted to a roguelike-like project.  I don't intend to advertise or release the game with your artwork, but I've recently moved created a github repository with the resources as part of the repo.  Again, I'm not advertising that this game exists, but the source is now out there. 

I just wanted to check if I have ironhand's or whoever's permission to continue to use the art now that my game is somewhat in the public realm.
Well I guess you can (not entirely sure) you should send a PM to Ironhand, but he has been offline for 1 week.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: beefy on January 02, 2013, 10:48:16 am
Hello!

Got a new laptop which has a max. resolution of 1366x768... the dwarfs look kind of smashed... Is the resolution supported?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rose on January 02, 2013, 10:59:42 am
the set wants 1440x450 minimum, but if you turn on blackspace in the init file, you'll at least get them uniformly squished.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: beefy on January 02, 2013, 12:49:18 pm
Ah, thanks! Will try it out tomorrow! :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Ironhand on January 17, 2013, 12:41:01 pm
I recommend you zoom by scrolling your mouse wheel once the game boots up. That'll let you zoom in further than the "minimum" number of tiles, up to the full size of the tiles. At least, that was true back when I played the game. My screen is the same size as yours.

Also hi everybody.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: BigD145 on January 17, 2013, 01:22:04 pm
Hi Ironhand. Where have you been? Don't you like us anymore?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Ironhand on January 17, 2013, 06:28:52 pm
It's not that I don't like you. It's just that I like this other girl better. :D

You know what would totally get me back into spriting?
Full graphics support.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: the_game_hunt on January 17, 2013, 09:16:22 pm
It's not that I don't like you. It's just that I like this other girl better. :D

You know what would totally get me back into spriting?
Full graphics support.
Hopefully Toady will add graphics support. Someday....... :'(

EDIT: Hi Ironhand! Hope you are doing well.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on January 18, 2013, 11:51:30 pm
Welcome back! Hope you didn't mind me keeping things updated while you were gone.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on January 19, 2013, 10:55:56 am
Hey budday, still using this thing, love how my masked dwarves are still used for forging dwarves.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Ironhand on January 19, 2013, 03:17:19 pm
Not at all, GoldenShadow. You are awesome!
Still don't expect any new art... but I'm listening in.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: vdpk7 on January 21, 2013, 09:29:36 am
Is it still possible to download a Ironhand .20 somewhere?
Or any older version will do aswell with this soil and rock tiles.

Thanks

Spoiler (click to show/hide)

Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on January 25, 2013, 02:45:53 am
It's not that I don't like you. It's just that I like this other girl better. :D

You know what would totally get me back into spriting?
Full graphics support.

Full graphics support is sorely needed. And just wait until you see(or have you already? and your thoughts?) the new multi-tile trees and whole forests with branches etc for the next version, that is going to murder tilesets i would imagine.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: CLA on January 25, 2013, 11:16:22 am
Full graphics support is sorely needed.
A man can dream.
Quote from: Intrinsic
multi-tile trees and whole forests with branches etc for the next version, that is going to murder tilesets i would imagine.
Honestly, I don't think it will be that bad. It will just use the wall tiles, which in most tilesets are already used as both walls and roads on the map. It's not that different from trunks and branches.
And all the tree tiles are freed up, so you can use them as leaf tiles. And on the map, having leafs represent forests is still acceptable, I think.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: tunio6538 on February 19, 2013, 10:08:26 am
Hi i got one proposal on one way track, now its looks like chairs and other furniture, im bad designer but i have one idea. Maybe its possible to made track where bars looks like arrows? What do u think about it  ?.
its simple  sketch:
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on February 21, 2013, 09:36:44 am
I don't think there are enough tiles to do this.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: tunio6538 on February 25, 2013, 03:08:31 am
Could u explain it ? Do u mean there is a limit of tiles to use ? And if u can explain how it works, u fit tile to item or game automaticaly match them ?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Tierre on February 25, 2013, 06:02:41 am
Hi Ironhand:) Hope you have a good time - RL is way better than a game;) But getting back to our camels - for some reason doors look fine then made from wood and then made from metal are looking like metal bars - 3 horizontal lines. Is it hardcoded in vanilla to use other tile for metal doors? I couldn't find what's the problem and how to fix it:) If you have some advice i would gladly change the tileset with TileGenie myself (i done that already for some stones and walls, but i never touched door tile).
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on February 25, 2013, 11:57:22 am
I believe certain things are hard coded to use certain tiles. Check the wiki.  http://dwarffortresswiki.org/index.php/DF2012:Tilesets
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rinick on February 26, 2013, 12:46:02 am
Honestly, I don't think it will be that bad. It will just use the wall tiles, which in most tilesets are already used as both walls and roads on the map. It's not that different from trunks and branches.
And all the tree tiles are freed up, so you can use them as leaf tiles. And on the map, having leafs represent forests is still acceptable, I think.

The wall tiles in Ironhand tiles are not suitable for trunks, at least we need to make them round corner.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: seristal on February 27, 2013, 01:29:19 pm
If I download Ironhand, and then the "unofficial" 0.34.11 update, do I have to delete the graphics and raws from the 0.34.07 update?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: MightyDorf on March 02, 2013, 06:49:06 am
Very nice tilesets here. But the engravings look rather strange, I engraved a pillar and then have a "dead dwarf" sprite (or a diamond) instead of that : http://i56.tinypic.com/6elxeo.png . Is it normal ?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on March 02, 2013, 09:41:12 am
in d_init.txt, what is your [PILLAR_TILE:199] It should be set to 199
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: danaris on March 02, 2013, 10:01:58 am
Very nice tilesets here. But the engravings look rather strange, I engraved a pillar and then have a "dead dwarf" sprite (or a diamond) instead of that : http://i56.tinypic.com/6elxeo.png . Is it normal ?

That sounds like you have Obscure Engravings turned off in your init files.

You can tell DF to obscure engravings in a particular area with one of the designate commands, but I forget which one it is.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jez9999 on April 27, 2013, 05:06:49 am
Hi, I'm just starting out in Dwarf Fortress and I way prefer the Ironhand graphics so I'm using them.  :)  The trouble is, it can indeed be very hard to figure out what each symbol means, especially in Choose Fortress Location mode.  Is there a map legend that says what the ASCII equivalent of each Ironhand symbol is?  It might be a nice idea to make one, if not, for noobs like me.  Otherwise I have to keep switching between ASCII and Ironhand to figure out what the Ironhand symbol means (it may look nicer but that doesn't always make it obvious).
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: LordBaal on May 07, 2013, 07:52:03 pm
Question, on world gen the rivers look like railways for carts, it's that okay or I installed the set wrong?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on May 07, 2013, 07:54:50 pm
Thats ok. Phoebus has the same, its nothing you could change.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Argenteus on June 11, 2013, 12:06:00 pm
How do I install this for Linux? Is it possible, or is it Windows only?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: danaris on June 11, 2013, 12:38:58 pm
How do I install this for Linux? Is it possible, or is it Windows only?

All tilesets are cross-platform. You need only copy the files into the appropriate folder in your DF folder, then change your init files to look for them in the right place.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Covelite on June 20, 2013, 12:30:04 am
Is there a key, for what all the tiles mean? I have just started my first game and I have no idea what any of the symbols mean.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: CLA on June 20, 2013, 05:05:21 am
Is there a key, for what all the tiles mean? I have just started my first game and I have no idea what any of the symbols mean.
press [?]. There's a list somewhere. I think it's dynamic and adapts to whatever the tileset is using.
In either case, it's normal for people that just start out using DF to use [k] a lot to look around and see what is what.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Arucard on June 29, 2013, 07:18:28 am
Right, you'll just have to play with it for some time to get used to the symbols, it's the same for vanilla DF. Even if the same symbols weren't reused for other things, there's no way to automatically recognize everything unless you sit and study a spreadsheet or something (which I don't personally find fun or interesting but to each his own, right?). I've used Ironhand's for so long that I have trouble recognizing things if I use Mayday's or even the old ascii.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: maluraq on August 22, 2013, 01:57:28 pm
It's not that I don't like you. It's just that I like this other girl better. :D

You know what would totally get me back into spriting?
Full graphics support.

Thanks again for the tileset ... still loving it.  After fifteen years of marriage, I can tell you you'll feel like playing again some day lol
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: MiniMacker on September 06, 2013, 04:15:07 am
Ironhand has made me too used to his graphics. Playing with other tilesets feels so empty inside.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Marrik on December 19, 2013, 10:38:53 pm
is there a tileset similar to this for the newest version of DF?


i just cant get used to letters representing terrain
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Deon on December 21, 2013, 10:13:22 am
This version works for the newest version of DF.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 24, 2013, 12:28:43 am
Updated for 34.11


Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307

Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320
Title: Re: Ironhand's Graphics Set (now for DF 0.31.16!)
Post by: GM-X on March 24, 2014, 07:43:39 pm
Sure, go ahead!

Just give me (and Wormslayer) credit for it.

I started game development on Dwarf-based game and I would like your permission to use the Ironhand tileset. Of course I will credit both you and Wormslayer. The game is not ready for show and tell, but I do plan to sell the game - best case scenario. 
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on June 12, 2014, 07:23:16 pm
In case the hiatus ends sometime soon, with a new version incoming: 

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
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Porpoisepower on June 13, 2014, 12:17:22 pm
I think I may need to change my undies now.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on July 08, 2014, 02:45:45 am
Please come back for DF2014 :S
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Panando on July 08, 2014, 05:28:18 am
Yesss, must have Ironhand goodness
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: SuicideRey on July 08, 2014, 06:03:24 am
Why? There aren't that many additions tile wise (If any). Plus it still works.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Panando on July 08, 2014, 06:47:15 am
Yeah it works pretty well but the raws need to be updated if you don't want your walls to look like boulders or other random things. Also treeroots and leaves look like fish. I suppose you could just clobber the raws with the last version, but you'd probably lose some content that way even if it doesn't break the game.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 08, 2014, 10:41:28 am
http://dffd.wimbli.com/file.php?id=8747 40.01
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on July 08, 2014, 11:39:15 am
http://dffd.wimbli.com/file.php?id=8747 40.01


MUCH appreciation for you, Golden!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: TheDorf on July 08, 2014, 11:42:01 am
http://dffd.wimbli.com/file.php?id=8747 40.01

Thank you! Seeing as I'm not used to playing without a graphics pack, this is greatly appreciated. Now those of us who demand awesome graphics can enjoy the new version too. :D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on July 08, 2014, 02:00:12 pm
At the risk of sounding ungrateful, Dwarven Miners are currently using the icon number for Dwarven Children hehe. "Hey kids, grab those picks and put your backs into it!!"
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 08, 2014, 02:12:31 pm
That's weird. I confirmed on my game, but I don't know why its happening yet.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 08, 2014, 10:48:30 pm
I just saw the dev blog. He mentions something about babies appearing where they shouldn't be. I wonder if this is related to the children miners. The graphic are exactly the same as the previous version

For example:
  [MINER:DWARVES:5:0:AS_IS:DEFAULT]
That 5 is pointing to the number 5 tile on the dwarf sheet,(its number 6, but the first one is 0) which is the miner graphic. Its using the same tilesheet and graphic raw from the previous version. No idea why its misbehaving.

Or you can think of them as Minors instead of Miners
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Panando on July 08, 2014, 10:58:25 pm
http://dffd.wimbli.com/file.php?id=8747 40.01

:D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on July 09, 2014, 08:52:34 am
I just saw the dev blog. He mentions something about babies appearing where they shouldn't be. I wonder if this is related to the children miners. The graphic are exactly the same as the previous version

For example:
  [MINER:DWARVES:5:0:AS_IS:DEFAULT]
That 5 is pointing to the number 5 tile on the dwarf sheet,(its number 6, but the first one is 0) which is the miner graphic. Its using the same tilesheet and graphic raw from the previous version. No idea why its misbehaving.

Or you can think of them as Minors instead of Miners

I was starting to wonder the same thing, Golden. I peeked into the raws too, thinking that a typo had just grabbed the wrong icon coordinate, but I can confirm from my game too that you're exactly right. The coordinates are correct in the raws, and yet all the miners are just taking the child thing instead. I wonder if instead of it being cosmetic, some snippet of code is causing an issue with the "Miner" profession. Who knows, but I'm sure it will get sorted in good time.

In the meantime, Minors it is!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 10, 2014, 09:23:03 pm
Updated to 0.40.02

http://dffd.wimbli.com/file.php?id=8747

Minor issue persists.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: palu on July 10, 2014, 11:38:05 pm
That's okay. It's only a  8) miner issue.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Intrinsic on July 11, 2014, 01:48:38 am
That's okay. It's only a  8) miner issue.

You've got to be kidding me, that was a ban pun.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: hoyohoyo9 on July 11, 2014, 09:43:32 am
Updated to 0.40.02

http://dffd.wimbli.com/file.php?id=8747

Minor issue persists.

I made an account to tell you how awesome you are.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Harmonica on July 13, 2014, 12:24:23 pm
Thanks for doing that GoldenShadow! I started to do it myself then thought I'd check to see if someone had saved me the effort ;)

This is still my favourite tileset after all these years, I remember when Ironhand first discovered the tilemagic and starting pumping out great tiles.

For that reason, in fact, I'm noticing some oddities with some tiles in DF2014, but I don't know if it's the new version or things that have changed in the few years since I last played. For one, I remember a neat thing about Ironhand's set (and I'm sure many other sets) was that plants like Stawberries showed their coloured berries. Well, at first with this I had crates in place of most plants, but even after changing the growth tile I'm getting just solid red plants (maybe I used the wrong tile? - I used 252).

I also remembered the colours being a lot different (less pure), but I don't know if that was Ironhand's doing in the past or simply myself having changed the colours. Either way, here is a naturalistic/pastel colour variant that suits the tiles:

colors.txt
Code: [Select]
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:54]
[BLUE_G:54]
[BLUE_B:171]
[GREEN_R:61]
[GREEN_G:165]
[GREEN_B:61]
[CYAN_R:58]
[CYAN_G:175]
[CYAN_B:195]
[RED_R:171]
[RED_G:42]
[RED_B:42]
[MAGENTA_R:171]
[MAGENTA_G:54]
[MAGENTA_B:171]
[BROWN_R:121]
[BROWN_G:92]
[BROWN_B:56]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:98]
[LBLUE_G:138]
[LBLUE_B:234]
[LGREEN_R:112]
[LGREEN_G:222]
[LGREEN_B:112]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:243]
[LRED_G:113]
[LRED_B:75]
[LMAGENTA_R:230]
[LMAGENTA_G:145]
[LMAGENTA_B:230]
[YELLOW_R:230]
[YELLOW_G:230]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]

I also went through and edited all the plants/crops to be tiles better representing those plants, rather than (mostly) the same tile. Those files here:

http://dffd.wimbli.com/file.php?id=8941

Finally, the beekeeper doesn't have a tile (edit: he does, just not on my sheet), so I made a basic attempt at one:

(http://i.imgur.com/Iokm4a2.png)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 13, 2014, 09:12:14 pm
Do you guys want me to incorporate Harmonica's tweaks into the next release?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on July 13, 2014, 10:01:46 pm
Man, my dwarf edit is still in there for all those smeltydudes. Awesome.
I think the tweaks are fine to include. Also, .03 is out now.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: dennislp3 on July 13, 2014, 11:54:48 pm
Tweaks are fine with me
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Harmonica on July 14, 2014, 01:19:14 am
Someone more experienced with the raws might want to look at the plants growth tiles though. I feel like Ironhand used to use a different tile than what currently shows up (specifically remember seeing green bushes with red berries for strawberries, which I currently haven't replicated).

edit: figured out that a lot (all?) of the plants that grow outside need shrub_tile etc info in the raws so they don't pick a stupid default icon (they were using the tools icon).

Updated my raws edits for that after changing the plants I've spotted so far, will go through the rest later:
http://dffd.wimbli.com/file.php?id=8941

If you want to make changes yourself, open up the plant raws and add

Code: [Select]
[SHRUB_TILE:xxx]
[DEAD_SHRUB_TILE:xxx]
[SHRUB_COLOR:x:x:x]
[DEAD_SHRUB_COLOR:5:6:0]

where x is appropriate values.

Apparently overriding the tile with the growth string is not enough and they will use shrub tiles when grown or dying/dead (?).

Adjusted tiles for trees (no more flying tree fish!):
(http://i.imgur.com/lSUMM9Q.gif)
it's late autumn, some snow-covered trees growing out of an iced over pond

goes in d_init.txt
Code: [Select]
Tiles for the parts of trees.

[TREE_ROOT_SLOPING:127]
[TREE_TRUNK_SLOPING:127]
[TREE_ROOT_SLOPING_DEAD:127]
[TREE_TRUNK_SLOPING_DEAD:127]
[TREE_ROOTS:29]
[TREE_ROOTS_DEAD:29]
[TREE_BRANCHES:29]
[TREE_BRANCHES_DEAD:29]
[TREE_SMOOTH_BRANCHES:'#']
[TREE_SMOOTH_BRANCHES_DEAD:'#']
[TREE_TRUNK_PILLAR:36]
[TREE_TRUNK_PILLAR_DEAD:15]
[TREE_CAP_PILLAR:36]
[TREE_CAP_PILLAR_DEAD:15]
[TREE_TRUNK_N:205]
[TREE_TRUNK_S:205]
[TREE_TRUNK_N_DEAD:205]
[TREE_TRUNK_S_DEAD:205]
[TREE_TRUNK_EW:205]
[TREE_TRUNK_EW_DEAD:205]
[TREE_CAP_WALL_N:205]
[TREE_CAP_WALL_S:205]
[TREE_CAP_WALL_N_DEAD:205]
[TREE_CAP_WALL_S_DEAD:205]
[TREE_TRUNK_E:186]
[TREE_TRUNK_W:186]
[TREE_TRUNK_E_DEAD:186]
[TREE_TRUNK_W_DEAD:186]
[TREE_TRUNK_NS:186]
[TREE_TRUNK_NS_DEAD:186]
[TREE_CAP_WALL_E:186]
[TREE_CAP_WALL_W:186]
[TREE_CAP_WALL_E_DEAD:186]
[TREE_CAP_WALL_W_DEAD:186]
[TREE_TRUNK_NW:201]
[TREE_CAP_WALL_NW:201]
[TREE_TRUNK_NW_DEAD:201]
[TREE_CAP_WALL_NW_DEAD:201]
[TREE_TRUNK_NE:187]
[TREE_CAP_WALL_NE:187]
[TREE_TRUNK_NE_DEAD:187]
[TREE_CAP_WALL_NE_DEAD:187]
[TREE_TRUNK_SW:200]
[TREE_CAP_WALL_SW:200]
[TREE_TRUNK_SW_DEAD:200]
[TREE_CAP_WALL_SW_DEAD:200]
[TREE_TRUNK_SE:188]
[TREE_CAP_WALL_SE:188]
[TREE_TRUNK_SE_DEAD:188]
[TREE_CAP_WALL_SE_DEAD:188]
[TREE_TRUNK_NSE:204]
[TREE_TRUNK_NSE_DEAD:204]
[TREE_TRUNK_NSW:185]
[TREE_TRUNK_NSW_DEAD:185]
[TREE_TRUNK_NEW:202]
[TREE_TRUNK_NEW_DEAD:202]
[TREE_TRUNK_SEW:203]
[TREE_TRUNK_SEW_DEAD:203]
[TREE_TRUNK_NSEW:206]
[TREE_TRUNK_NSEW_DEAD:206]
[TREE_TRUNK_BRANCH_N:207]
[TREE_TRUNK_BRANCH_N_DEAD:207]
[TREE_TRUNK_BRANCH_S:209]
[TREE_TRUNK_BRANCH_S_DEAD:209]
[TREE_TRUNK_BRANCH_E:199]
[TREE_TRUNK_BRANCH_E_DEAD:199]
[TREE_TRUNK_BRANCH_W:182]
[TREE_TRUNK_BRANCH_W_DEAD:182]
[TREE_BRANCH_NS:179]
[TREE_BRANCH_NS_DEAD:179]
[TREE_BRANCH_EW:196]
[TREE_BRANCH_EW_DEAD:196]
[TREE_BRANCH_NW:217]
[TREE_BRANCH_NW_DEAD:217]
[TREE_BRANCH_NE:192]
[TREE_BRANCH_NE_DEAD:192]
[TREE_BRANCH_SW:191]
[TREE_BRANCH_SW_DEAD:191]
[TREE_BRANCH_SE:218]
[TREE_BRANCH_SE_DEAD:218]
[TREE_BRANCH_NSE:195]
[TREE_BRANCH_NSE_DEAD:195]
[TREE_BRANCH_NSW:180]
[TREE_BRANCH_NSW_DEAD:180]
[TREE_BRANCH_NEW:193]
[TREE_BRANCH_NEW_DEAD:193]
[TREE_BRANCH_SEW:194]
[TREE_BRANCH_SEW_DEAD:194]
[TREE_BRANCH_NSEW:197]
[TREE_BRANCH_NSEW_DEAD:197]
[TREE_TWIGS:18]
[TREE_TWIGS_DEAD:29]
[TREE_CAP_RAMP:30]
[TREE_CAP_RAMP_DEAD:30]
[TREE_CAP_FLOOR1:249]
[TREE_CAP_FLOOR2:249]
[TREE_CAP_FLOOR1_DEAD:249]
[TREE_CAP_FLOOR2_DEAD:249]
[TREE_CAP_FLOOR3:249]
[TREE_CAP_FLOOR4:249]
[TREE_CAP_FLOOR3_DEAD:249]
[TREE_CAP_FLOOR4_DEAD:249]
[TREE_TRUNK_INTERIOR:15]
[TREE_TRUNK_INTERIOR_DEAD:15]

Man, my dwarf edit is still in there for all those smeltydudes. Awesome.

DF's not the same without the smeltydudes ;)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 14, 2014, 09:13:07 am
I got the update and Harmonica's tweaks added.

http://dffd.wimbli.com/file.php?id=8747

I figured out why Miners shows the children tile and fixed it. It was the graphics_example.txt setting Miners to tile 1:0. I forgot to delete it when I ported to 2014
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Harmonica on July 14, 2014, 09:31:37 am
I figured out why Miners shows the children tile and fixed it. It was the graphics_example.txt setting Miners to tile 1:0. I forgot to delete it when I ported to 2014

Ah that would be it. I didn't have that problem, but I think I must have not been using the absolute latest creature sheets either, not sure how that happened :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Skasi on July 15, 2014, 05:30:12 am
Add some example ingame screenshots to your first post. There's so many graphic sets out there, I don't want to have to try them all.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 15, 2014, 06:31:58 am
Ironhand has been on hiatus for 2 years. We can't edit his post.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on July 15, 2014, 06:48:41 am
https://www.google.com/search?q=dwarf+fortress+ironhand&tbm=isch
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Harmonica on July 19, 2014, 03:54:25 am
More lines to add to raws if anyone is interested (specifically plant_new_trees.txt). For trees you might want to control the sapling colour, I've had dead ones showing as green and vice-versa.

The line is [DEAD_SAPLING_COLOR:x:x:x], can go under [SAPLING] tag (or wherever).

I've edited the raws to add it to the new trees, so the dead saplings are now brown (unfortunately I don't think there's a way to have a green tile with brown sapling, without making the tile basically untextured).

You can also use [SAPLING_COLOR:x:x:x], for growing saplings.

I've also edited Ironhand's sapling tile to allow for two-tone saplings (the stalk takes the secondary colour). Anyone who wants these mods can get them from my mod listing (http://dffd.wimbli.com/file.php?id=8941).

with my adjusted colour scheme (http://dwarffortresswiki.org/index.php/DF2014:Color_scheme#Naturalistic_Color_Scheme) it looks like this (those are almond saplings with red stalk - good for carrots as well!):
(http://i.imgur.com/2hNGcbg.png)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Gunnarr on July 19, 2014, 07:02:54 am
Hello, I am using an old version of DF, v0.31.25

If I use the latest tilesets created on this thread here inthese later posts will it work?

Or do I need to find an old version of Ironhand? IF so, can you help me find it? Thank you so much
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 19, 2014, 07:17:20 am
You can use this: http://dffd.wimbli.com/file.php?id=8747

Its been updated to work with the newest version of Dwarf Fortress.  I ported Ironhand's graphics to the new version.  I'm not really developing it, just keeping it current.

Anyone can do this themselves if they want. I use a program called WinMerge (google it) You can compare entire file directories and *.txt files with the same name. I go through line by line and it highlights difference between the text files. Some of the differences are because of the new version of DF with updated raws. Some of them are because of the graphics pack. Its not too hard to determine what pertains to graphics. Its usually lines about "tile", "color", etc..

An easy way to quickly see how Ironhand did it was to get a copy of Ironhand 0.68 for 34.07. Then get a copy of Dwarf Fortress 34.07 and compare the two folders with WinMerge.

Lots of new features have been added, such as minecarts, minecart tracks, wheelbarrows, multi Z-level trees, (maybe more?).. since the last official Ironhand release of 34.07. If you plan on porting yourself, you will have to figure out what to do about those things.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Gunnarr on July 19, 2014, 07:32:25 am
I am not very good with computers, so, i might need a little more help

ok, first, i cannot find Dwarf Fortress on my computer, using a search of "dwarf" in my C drive, I can only find a shortcut. I do not know where the actual files of the games are anymore.

There is also a DwarfFortress.exe as a prefetch in C:\WINDOWS\Prefetch

Don't know what a prefetch is. IT is a PF file


Anyway, while waiting on a reply here I found this version of Ironhand for the version of Dwarf Fortress I have

http://dwarffortresswiki.org/index.php/v0.31:Graphics_set_repository#Ironhand_and_Wormslayer.27s_Graphics_Pack


--

Again, now I do not know how to find dwarf fortress or even my save files since my C drive does not seem to have them anywhere. Only a shortcut! Can anyone help with finding the files

I am playing this game for my nephew, playing adventure mode so I hope to be able to add these tilesets to my game while I finish this adventure with him, i already have a save game
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Gunnarr on July 19, 2014, 07:50:25 am
ok i found my save files, so, how do i get

http://dwarffortresswiki.org/index.php/v0.31:Graphics_set_repository#Ironhand_and_Wormslayer.27s_Graphics_Pack

these (GRAPHIC SETS?) in there?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Harmonica on July 19, 2014, 08:46:05 am
That version of the graphics pack there is I think pretty old and out of date now, because Ironhand updated the version in this thread beyond your game version. Unfortunately, I am not sure if it would be possible to find a version that matches your exact Dwarf Fortress game (you may find one floating around somewhere - if you do, you could selectively install certain files - ask here if you do).

edit: okay Gunnarr you're in luck, I have I think reconstituted the version of Ironhand's files that he released for 31.25! :) The only version I could find was in fact contained inside an April Fools release he did that made everything into llamas but don't worry, I found a separate 31.25 version of his graphics that are not in fact llamas, and I believe he didn't go to the lengths of changing anything else! Probably!

edit2: I also added in his dwarves from later versions as I believe they will display fine (if it was you that downloaded it before I edited this, please redownload!).

Here is the file. (http://dffd.wimbli.com/file.php?id=9066)
1. Backup your existing Dwarf Fortress install folder.
2. Extract everything in this zip directly into that folder (you should be asked if you want to overwrite files, if you do not get this message then you didn't extract it directly over the top).
3. Now, in order for your save game to show these new graphics, you will need to copy the raw folder in this zip on top of the raw folder inside your save game folder. This folder will be in data\save\region#\raw - where region# is the correct folder for your save game, it tells you this on the 'Continue Playing' screen (you can however simply copy the raw in the zip into every existing region if you don't know which one it is).

Enjoy, and I hope it works :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 20, 2014, 02:40:07 pm
Updated to 0.40.04 (http://dffd.wimbli.com/file.php?id=8747) Only a couple of binary files and the .exe were different, easy update.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Exovian on July 21, 2014, 06:38:53 am
Thank you so much for updating this; it's easily my favorite tileset and the one I learned to play on.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Panando on July 22, 2014, 04:43:29 am
GoldenShadow - the upgrade pack still results in minor miners and baby managers, include an empty graphics_example.txt in order to clobber the existing one.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 22, 2014, 07:22:24 pm
GoldenShadow - the upgrade pack still results in minor miners and baby managers, include an empty graphics_example.txt in order to clobber the existing one.

Done.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on July 23, 2014, 08:02:00 pm
Hey, I upgraded to .04 and I am experiencing HUGE FPS drop. As in literally 50-100 less.
I was wondering if you still had the link for .03 version that I could downgrade to.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 23, 2014, 09:59:14 pm
Download (http://dffd.wimbli.com/file.php?id=8758) the ironhand upgrade pack for 40.04, the raws are identical to the 40.03 version of ironhand. Download Dwarf Fortress 0.40.03 and copy and paste the upgrade pack into the folder structure, replacing all the files.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on July 23, 2014, 10:52:56 pm
So I have been attempting this for quite some time now, and I have not been able to get it to work.

I had a fort I started in .03, then carried over to .04. Figured out it would be completely impossible to keep playing on that so I asked for your help.

Downloaded .03 SDL (not small), downloaded from that link you gave me. Extracted files from .03, extracted and replaced files from your download upgrade link.

Dropped in my entire save folder of two saves, one which I never played on .04.
Edited init.txt and d_init.txt to my liking. Changing Economy off, FPS to uncapped, Windowed off, Intro off, Sound to 200, Mouse off.

When I start it up, region2, the one I never played on .04 is the only one that shows up. Playing it ends up with 100+ fps. However this is not the fortress I wanted.

Am I doomed to be unable to play my region1 save on .03 now?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: oakmage on July 26, 2014, 09:11:19 pm
Thanks for porting this GoldenShadow. This tileset has been my favorite for a long time.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 27, 2014, 07:09:41 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.05
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PhantomXD on July 27, 2014, 07:22:59 pm
Thank Armok for you guys.  ;D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on July 27, 2014, 07:29:07 pm
Updated (http://dffd.wimbli.com/file.php?id=8747).

This is just the game, not the graphics that updated?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 27, 2014, 08:03:36 pm
To clarify, I am merely porting the graphics pack to the latest release of Dwarf Fortress. I am not developing it.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on July 27, 2014, 08:19:08 pm
I suppose I should be asking "If I've reduced this to an upgrade pack in the Starter Pack, do I need to repeat that process?  Or are the raws and graphics the same, and it's just the 40_05 executables (ie not graphics stuff) that updated?"
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 27, 2014, 08:21:51 pm
The raws have changed. A lot of the bug fixes in the 0.40.05 release were in the raws. I scanned through them line by line checking what the changes are.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 03, 2014, 04:01:30 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.06
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: JonathanCR on August 04, 2014, 06:13:54 am
Thank you!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 10, 2014, 03:27:11 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.07
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: leungclj on August 10, 2014, 10:16:42 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.07

thank you!!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 11, 2014, 05:55:02 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.08 
The full version with game has the new .EXE

No raw changes.

The upgrade pack 0.40.07 has identical raws and will work with 0.40.08
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: leungclj on August 12, 2014, 08:54:53 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.08 
The full version with game has the new .EXE

No raw changes.

The upgrade pack 0.40.07 has identical raws and will work with 0.40.08

thank you once again
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Wastedlabor on August 13, 2014, 02:16:57 am
Altho I haven't started yet on 0.40, thank you in advance!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Avi on August 14, 2014, 09:02:17 am
Whoever is updating this graphics pack...Thank you so much.  I just opened up 40.x to play a little and it looks so good.  The colors are a little brighter, a little crisper (as least compared to the Ironhand version I have for 34.11) and the game is beautiful.  Thank you  guys for updating this graphics pack.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 17, 2014, 03:18:42 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.09
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: arkhometha on August 21, 2014, 07:54:36 pm
Thanks a lot Golden Shadow
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: thraxarious on August 24, 2014, 03:33:27 pm
Just curious. I've been searching so far and not found it. What is it with the missing characters and letters?

I usually have to adjust the character size to get it to reset back and redraw letters and text to see, since black space covers the words in menus sometimes.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: RadHazard on August 24, 2014, 05:39:01 pm
If you're describing what I think you are, that's an issue with TrueType, and affects everyone who enables it.  It's a bug in Dwarf Fortress itself, and unfortunately it may not get fixed soon or possibly ever, since the TrueType code was written by someone else, and Toady says he doesn't quite understand it.  The only workaround is to disable TrueType and deal with some of the text tiles being funny-looking.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 24, 2014, 05:44:51 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.10
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Xerberus on August 24, 2014, 06:16:06 pm
might be a stupid question, but what is the difference between this ironhand version and the ironhand 16x16 version. the ladder seems to use smaller graphics but ingame i don't see any difference in size. the only difference i see between those two versions is that the original ironhand graphics pack has a slightly darker coloring.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on August 24, 2014, 06:24:24 pm
I can't really comment, as I haven't tried the 16x16 version. I'd assume its the same thing but with a smaller tilesheet for people with limited resolution on your monitors.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on September 05, 2014, 08:18:57 am
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.11

Sorry for the delay, I was working all day and was dead tired. Got it done this morning though!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GM-X on September 05, 2014, 07:41:53 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.11

Sorry for the delay, I was working all day and was dead tired. Got it done this morning though!

I'm giving you a credit in my mod for your rapid updates. They have been extremely helpful.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on September 11, 2014, 03:47:56 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.12
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: JonathanCR on September 12, 2014, 02:10:47 pm
Thank you again for doing all these updates, and so quickly. It really is appreciated.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on September 17, 2014, 05:49:07 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.13
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on September 18, 2014, 08:43:43 am
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.13
Thanks a ton Gold. You really do rock.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Veetor on September 29, 2014, 10:22:35 am
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.13

Thank you!  :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on October 25, 2014, 10:57:02 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.14
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Katarumi on November 02, 2014, 09:12:01 pm
Thank you!! :D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 06, 2014, 03:58:49 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.15
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: shinkunosuna on November 08, 2014, 01:30:39 pm
Thank you so much for maintaining this tile/graphics set ^.^
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: vertinox on November 10, 2014, 08:26:46 pm
Yes. Thank you for keeping this up. Wish there was some more original work though for a continuum of the original.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 12, 2014, 05:07:03 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.16
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: CEHA on November 12, 2014, 06:07:27 pm
ReUpLoad:

View Full Details Ironhand upgrade package for 0.40.16
Download Now
Just the graphics and raws
File version:    40.16A
For DF version:    0.40.16
Size:    11.21 MB
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 12, 2014, 06:13:14 pm
Fixed. I accidently uploaded the same file from the full version instead of the new upgrade version.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: StagnantSoul on November 12, 2014, 07:03:56 pm
Mister GoldenShadow, can I make a suggestion? I'd really like to see angels look similar, but differently shaped, to demons. Currently, a bunch of mushrooms isn't very intimidating.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 12, 2014, 08:30:37 pm
I'm not aware this game has angels in it. What tile are they using right now and what tile do you think they should be?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: StagnantSoul on November 12, 2014, 08:45:29 pm
They're currently using different colour variations of the plump helmet tile. I think they should use either the same tile as demons, or a slightly differently shaped one. They're a procedurally generated creature, just like demons, but found in vaults, instead of hell.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 15, 2014, 08:38:57 am
Updated (http://dffd.wimbli.com/file.php?id=8747). I swapped some tiles around so the angels have their own tile. Please give me bug reports since I didn't test this because I don't have a save with angels in it.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: JonathanCR on November 16, 2014, 10:45:39 am
Thanks again for doing these updates.

I've never seen an angel in the game, so I'm not sure what they're meant to look like, but the plump helmets look suspiciously angel-like to me now:

(http://i249.photobucket.com/albums/gg237/plotinus_/Plump_Helmets.png)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 16, 2014, 06:55:25 pm
Did you update your saves with the raws from version 16B and not just the art files?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: JonathanCR on November 17, 2014, 06:22:46 am
I downloaded the new version, and then simply copied the "Save" folder directly from the old version's folder into the new version's folder. I don't know whether that overwrites raws or not - I don't know anything about the mechanics of the game itself.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 17, 2014, 07:04:07 am
Open your save/region1/raw/ replace everything here with the versions from the raws folder of the dwarf fortress root folder. Your save has an old copy of the raws.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: JonathanCR on November 17, 2014, 11:31:27 am
Yes, that's sorted it. Plump helmets look right now. No idea about angels though!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Rose on November 21, 2014, 11:38:05 am
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 21, 2014, 08:52:06 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.18
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 27, 2014, 09:23:08 am
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.19
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: arkhometha on November 27, 2014, 03:07:36 pm
Thanks a lot Golden Shadow!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 18, 2014, 09:15:08 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.20
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 19, 2014, 08:36:54 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.21 So soon...
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on December 21, 2014, 12:28:35 am
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.21 So soon...

You sir, are a steely eyed missile-man.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 22, 2014, 11:32:17 am
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.22
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: RabidAnubis on December 23, 2014, 11:38:56 am
Thanks btw!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 26, 2014, 01:58:48 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.23
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: thraxarious on December 26, 2014, 02:59:43 pm
Great work! Thanks again!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Fabulous death bringer on December 30, 2014, 11:08:01 am
How do i properly install this, i don't know how to properly install this.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on January 08, 2015, 05:57:32 pm
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.24

There is no install, its just a folder with the game files and you run the exe.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: thraxarious on January 12, 2015, 05:24:23 pm
Woot! Thanks!!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: htabdoolb on January 24, 2015, 04:35:30 am
Ironhand is the face of Dwarf Fortress to me, so thank you very much for keeping this updated.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: recluser on February 08, 2015, 01:32:22 am
Ironhand is the face of Dwarf Fortress to me, so thank you very much for keeping this updated.
^This
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: gchristopher on February 10, 2015, 12:44:49 am
Hi, Ironhand is pretty essential for me, too. I've put together a first attempt at an Ironhand version of Modest Mod v0.40.24-1 (http://www.bay12forums.com/smf/index.php?topic=148265.msg6024779#msg6024779), since something like Modest Mod is also pretty indispensable for playing DF.

My merge of Ironhand is not very well tested, so any help there would be great. Here's the DFDD link: Modest Mod v.0.40.24-1 for Ironhand Graphics (http://dffd.bay12games.com/file.php?id=10568)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 03, 2015, 10:35:35 am
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.01
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on December 03, 2015, 12:20:35 pm
I think you're the best thing to happen to this community, GoldenShadow.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 03, 2015, 12:26:13 pm
Its not a big deal. I just run the last Ironhand against the new version. Comparing folders and files for differences with WinMerge (http://winmerge.org/?lang=en). I look for which differences are related to graphics and merge them into the new version
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: dennislp3 on December 03, 2015, 03:40:15 pm
So I am guessing we can't expect any new art for the new professions?

Thanks for the update btw!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Killgoth on December 03, 2015, 11:03:13 pm
Its not a big deal. I just run the last Ironhand against the new version. Comparing folders and files for differences with WinMerge (http://winmerge.org/?lang=en). I look for which differences are related to graphics and merge them into the new version

It may not be a big deal to you, but it means I can have two hours of joy during two weeks worth of final exams/projects.  Thank you good sir!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 03, 2015, 11:05:51 pm
So I am guessing we can't expect any new art for the new professions?

Thanks for the update btw!

I'm happy to maintain updates, but I'm not good at pixel art. If someone wants to contribute, please do!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: BigD145 on December 03, 2015, 11:10:54 pm
Exactly how I thought it would be done. Thanks for going ahead and doing/sharing this with us.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 06, 2015, 09:10:46 am
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.02
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on December 06, 2015, 09:43:07 am
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.02

What did this update involve?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 06, 2015, 10:21:28 am
There were no RAW changes, but I added the following to graphics_dwarves.txt

 
Code: [Select]
  [PERFORMER:DWARVES:3:5:AS_IS:DEFAULT]
  [POET:DWARVES:3:6:AS_IS:DEFAULT]
  [BARD:DWARVES:5:5:AS_IS:DEFAULT]
  [DANCER:DWARVES:6:5:AS_IS:DEFAULT]
  [SAGE:DWARVES:11:6:AS_IS:DEFAULT]
  [SCHOLAR:DWARVES:8:5:AS_IS:DEFAULT]
  [PHILOSOPHER:DWARVES:9:5:AS_IS:DEFAULT]
  [MATHEMATICIAN:DWARVES:3:5:AS_IS:DEFAULT]
  [HISTORIAN:DWARVES:3:5:AS_IS:DEFAULT]
  [ASTRONOMER:DWARVES:5:5:AS_IS:DEFAULT]
  [NATURALIST:DWARVES:6:5:AS_IS:DEFAULT]
  [CHEMIST:DWARVES:0:6:AS_IS:DEFAULT]
  [GEOGRAPHER:DWARVES:8:5:AS_IS:DEFAULT]
  [SCRIBE:DWARVES:9:5:AS_IS:DEFAULT]
  [PAPERMAKER:DWARVES:3:6:AS_IS:DEFAULT]
  [BOOKBINDER:DWARVES:8:5:AS_IS:DEFAULT]
  [TAVERN_KEEPER:DWARVES:2:6:AS_IS:DEFAULT]
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 12, 2015, 09:30:51 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.03
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Killgoth on December 13, 2015, 11:31:33 am
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.03

Thank you!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Kuikka on December 13, 2015, 11:58:35 am
Downloading now, thanks! Haven't used old Ironhand for ages, great that you're supporting this.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Wastedlabor on December 13, 2015, 01:04:16 pm
Thanks a lot!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on December 29, 2015, 09:44:37 am
Man, lots of new animal people and giant animals in 42.04. Wish I was good at pixel art on the level of Ironhand's original stuff, I'd love to try and get new stuff into my favorite graphics pack. Alas.

Thank you in advance for all the work you do in maintaining this, Golden!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on January 02, 2016, 10:40:54 am
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.04

If you encounter any issues, I need to be told on this thread about them so I can look into solving them.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: thraxarious on January 02, 2016, 11:17:36 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.04

If you encounter any issues, I need to be told on this thread about them so I can look into solving on them.

Awesome!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Kirkegaard on January 03, 2016, 10:40:24 am
Thank you for your work.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: gchristopher on January 03, 2016, 09:56:02 pm
Thanks! Working great for me.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Immortal-D on January 04, 2016, 09:02:47 am
Love it :)  Ironhand is like Phoebus, but just a tad darker, which is perfect.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on January 14, 2016, 10:29:48 am
so currently I'm modding the creature tiles,hopefully can "reconstruct" some tiles for those new professions,animal peoples and missing tiles.
I don't know if I break any license though.If I'm not,please consider using it.

so here i's a 30x15 png showing the progress:
(http://i1016.photobucket.com/albums/af286/newsamsam/newsamsam_1.png)

Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on January 17, 2016, 05:21:35 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.05
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on January 17, 2016, 06:05:20 pm
so currently I'm modding the creature tiles,hopefully can "reconstruct" some tiles for those new professions,animal peoples and missing tiles.
I don't know if I break any license though.If I'm not,please consider using it.

so here i's a 30x15 png showing the progress:
(http://i1016.photobucket.com/albums/af286/newsamsam/newsamsam.png)

Spoiler (click to show/hide)


I really like these! They seem to fit cleanly with the tileset as it exists and look great. I for one would have no objection to seeing their inclusions that's for sure!

Also damn, Golden you're fast. Thank you again, as always!!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ShadowTani on January 18, 2016, 07:34:44 pm
I concur, please include those new sprites newsamsam are working on! If Ironhand find them lacking he can just update them himself whenever, if ever, he gets back from hiatus - so shouldn't be an issue I think.

And yes, thanks for all your work Golden! =D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: gchristopher on January 19, 2016, 07:34:39 pm
[Awesome tiles]
Wow! Thank you!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on January 20, 2016, 11:29:00 am
Here is a tiny update that add some popular animal man and bard/performer for other civ.
img still posts in old thread.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on February 11, 2016, 08:35:15 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.06
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Phyroks on February 14, 2016, 03:38:28 am
Thanks to everyone for making my life easier <3
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Saiko Kila on March 16, 2016, 04:47:44 am
I've found a bug in inorganic_stone_mineral.txt in raws. The entry for calcite is missing
Code: [Select]
[REACTION_CLASS:CALCIUM_CARBONATE] tag, which disallows its use as ingredient for quicklime. Fortunately it is also possible to fix it in an existing save.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Veetor on March 24, 2016, 10:23:18 pm
Thank you everyone.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on March 26, 2016, 07:48:57 am
I've found a bug in inorganic_stone_mineral.txt in raws. The entry for calcite is missing
Code: [Select]
[REACTION_CLASS:CALCIUM_CARBONATE] tag, which disallows its use as ingredient for quicklime. Fortunately it is also possible to fix it in an existing save.

Fixed (http://dffd.bay12games.com/file.php?id=11348).
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 10, 2016, 07:46:12 am
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.01
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on May 10, 2016, 03:26:22 pm
Thanks again, as always you are the one this community needs, but doesn't deserve, our "GoldenShadow".
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 12, 2016, 08:32:09 am
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.02
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on May 21, 2016, 10:42:54 am
Thanks, GoldenShadow!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 22, 2016, 07:32:17 am
Got a request for 0.42.06. So here (http://dffd.bay12games.com/file.php?id=12060) it is (This is an old version)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 22, 2016, 05:49:30 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.03
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on June 15, 2016, 12:54:30 am
Sorry I disappeared for quite a while.I decided to post the img after I finish it,but life was getting busy and the progress was halted several weeks.
But,I manage to complete it.here it is.
(http://i1016.photobucket.com/albums/af286/newsamsam/humies%20and%20anmppl.png)
It has everyone that got a animalman form in the original critters.png
If I miss any of them,please reminds me.

Since it's moded from the original tiles,I don't consider this as my creation.I'm doing this only for pixel practice,and hopefully can serve the community a bit.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on June 15, 2016, 02:38:54 pm
Bad. Ass.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on June 15, 2016, 08:53:14 pm
Sorry I disappeared for quite a while.I decided to post the img after I finish it,but life was getting busy and the progress was halted several weeks.
But,I manage to complete it.here it is.
<snip>
It has everyone that got a animalman form in the original critters.png
If I miss any of them,please reminds me.

Since it's moded from the original tiles,I don't consider this as my creation.I'm doing this only for pixel practice,and hopefully can serve the community a bit.

Awesome!

Would you like to join the DFgraphics group, where we can ensure this makes it back to the mainline packs?

http://www.bay12forums.com/smf/index.php?topic=155882
https://github.com/DFgraphics/DFgraphics
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on June 15, 2016, 09:55:51 pm

Awesome!

Would you like to join the DFgraphics group, where we can ensure this makes it back to the mainline packs?

http://www.bay12forums.com/smf/index.php?topic=155882
https://github.com/DFgraphics/DFgraphics

 :)I think it should be decided by the author,or goldenshadow.Since he is the maintainer of this tilesets.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on June 16, 2016, 08:42:33 pm
Goldenshadow has declined to join, if that makes a difference.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on June 20, 2016, 06:30:14 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.04

I'm just maintaining for new versions. I am not doing new art, I'll leave that up to others.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on June 20, 2016, 09:08:26 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.04

I'm just maintaining for new versions. I am not doing new art, I'll leave that up to others.

 :(  I have no idea how to add it into the games.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on June 21, 2016, 12:10:20 am
:(  I have no idea how to add it into the games.

I have an idea of how to do it. I'll make the text files if you can help me identify the tiles in your tilesheet.

I think I have most of the animal people identified, but I need help with the feline men. Also I'm not too sure about a monkey man.


I'm not entirely sure I've identified the weapons correctly here.
Spoiler: "Military Elves" (click to show/hide)


I need lots of help with professions. I've labeled them all with letters to aid in identification.

Example:
    A = Bard
    B = Poet
    C = Dancer
    etc.

Spoiler: "Professions" (click to show/hide)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on June 21, 2016, 03:07:10 am
snip

Great!Let's help each other!
Humie first.

A.Bard
B.Poet
C.Performer
D.Mathematician
E.Astronomer
F.Chemist
G.Geographer
H.Scribe
I.Goblin Bard/performer
J.Tavern keeper
K.Dancer
L.Sage
M.Scholar
N.Philosopher
O.Historian
P.Naturalist
Q.Papermaker
R.Bookbinder
S.Human bard/performer
T.Elf Prisoner/Slave
U.Elf Farmer/Herbalist
V.Elf Crafters(wood/stones etc.)
W.Elf Bowyer/Ranger
X.Elf Animal caretaker
Y.Elf Priest
Z.Elf Bard/performer

Military Elves
Axe elf
Mace elf
Hammer elf
Pike elf

Animalman

Column 2.
The one under Mandrill man is Rhesus macaque man.
And there is no animal-man form for all other apes in the critters png,other than these two.
Column 3.
Lion Man
Leopard Man
Jaguar Man
Cheetah Man  ...and the brainwash bgm just start automatically!
Cougar Man

*Cave swallow man have the original tiles in the critters.png,I thought there is a "normal swallow man" so I made it.But turns out there is no "normal swallow man" at all.It could be saved for later use,or pick another birdy man?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on June 21, 2016, 08:49:14 am
Your cave swallow man tile is being used as the tile for all bird men who didn't already have a graphics tile.
It turns out that there's no such thing as a "cave spider man", so that tile is used for jumping spider men and brown recluse men instead.
Your rattlesnake man tile is also being used for kingsnake man and copperhead snake man, since they needed tiles.
There's no such thing as an "ice wolf man" or a "crocodile cave man", so those two tiles are't being used for anything at the moment.

Your elf with the green wide-brim hat is being used for elves with these jobs:
Spoiler: "Farmer tile" (click to show/hide)

Your elf with the green blue robe is being used for elves with these jobs:
Spoiler: "Craftsman tile" (click to show/hide)

Your ranger elf is being used for elves with these jobs:
Spoiler: "Ranger Elf" (click to show/hide)

Your animal caretaker elf is being used for elves with these jobs:

Your priest elf is being used for elves with these jobs:
Spoiler: "Priest tile" (click to show/hide)

Download link for: newsamsam's graphics for Ironhand (http://dffd.bay12games.com/file.php?id=12174)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on June 21, 2016, 10:23:43 pm
Thank you!I thought it needs some kind of "path" to make the game loads new txt.
But it turns out the game just load every txt in the raw?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on June 21, 2016, 10:57:18 pm
If graphics are turned on, then everything in the /raw/graphics/ folder is loaded.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: ORCACommander on June 21, 2016, 10:59:35 pm
indeed. the game does not care how many files there are in the raws as long as they are the right format.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on June 23, 2016, 10:56:56 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.04

I'm just maintaining for new versions. I am not doing new art, I'll leave that up to others.

It sounds like newsamsam is willing to contribute that tilesheet, if you want to add it to your distribution. You can use any of those text files I made too if you like, and feel free to modify them too.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on June 26, 2016, 04:33:54 am
GoldenShadow, you're doing a good job keeping this up-to-date and picking good tiles for creatures in the raws. Assuming Ironhand is okay with it, are you okay with your updated versions of Ironhand's graphics pack being included in Lazy Newb Packs?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on June 28, 2016, 08:00:20 am
GoldenShadow, you're doing a good job keeping this up-to-date and picking good tiles for creatures in the raws. Assuming Ironhand is okay with it, are you okay with your updated versions of Ironhand's graphics pack being included in Lazy Newb Packs?

I have no problem with that. Updating to the new version only takes me like 10 minutes since doing it so many times. Its barely any effort from me.

I compare file changes between vanilla DF new and previous versions.
Then I get the previous Ironhand pack, and a copy all of the raws files that haven't been updated and do a text merge on files that have been updated. I use WinMerge for this. I haven't been playing DF recently, I just keep it updated to the newest version because if I miss an update, the differences start to pile up, making the process more tedious.

Anyone, feel free to put your new creature tiles in and just I will add them to my maintained version if you want me to.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on June 28, 2016, 03:33:31 pm
Thank you. I saw your version had some fish tiles changed to the Ironhand fish tile where the GitHub version was using the shank of meat, so I thought you had made some improvements there, but I guess someone had just messed up the GitHub version.

While comparing your version to the GitHub version, I noticed that someone tried to fix a problem with lizard color when the new repiles were added, but it wasn't done quite correctly. I changed the tiles of all the lizards to match how Ironhand set them up.

Also, it looked like Ironhand intended some insects and birds to share a tile, but there were some new birds added since he stopped maintaining it, so I switched the new birds to use the same bird/insect tile instead of the snail tile.

I also changed some of the new fish to use the fish tile instead of the shank of meat tile.

You can get these versions of those /raw/objects/ files here from the links below if you want to use them.  The GitHub version is still on 0.43.03, but these four particular files are compatible with both 0.43.03 and 0.43.04.

creature_birds_new.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_birds.txt)
creature_bug_slug_new.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_bug_slug_new.txt)
creature_large_ocean.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_large_ocean.txt)
creature_reptiles.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_reptiles.txt)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on June 30, 2016, 10:28:10 am
Thank you. I saw your version had some fish tiles changed to the Ironhand fish tile where the GitHub version was using the shank of meat, so I thought you had made some improvements there, but I guess someone had just messed up the GitHub version.

While comparing your version to the GitHub version, I noticed that someone tried to fix a problem with lizard color when the new repiles were added, but it wasn't done quite correctly. I changed the tiles of all the lizards to match how Ironhand set them up.

Also, it looked like Ironhand intended some insects and birds to share a tile, but there were some new birds added since he stopped maintaining it, so I switched the new birds to use the same bird/insect tile instead of the snail tile.

I also changed some of the new fish to use the fish tile instead of the shank of meat tile.

You can get these versions of those /raw/objects/ files here from the links below if you want to use them.  The GitHub version is still on 0.43.03, but these four particular files are compatible with both 0.43.03 and 0.43.04.

creature_birds_new.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_birds_new.txt)
creature_bug_slug_new.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_bug_slug_new.txt)
creature_large_ocean.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_large_ocean.txt)
creature_reptiles.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_reptiles.txt)

I was merging your new changes into my release and was confused because I didn't see any differences birds.  I guess you made a typo and used the link for creature_birds.txt when you meant creature_birds_new.txt

EDIT: Updated (http://dffd.bay12games.com/file.php?id=11348) with the new changes.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on July 03, 2016, 04:08:46 am
EDIT: Updated (http://dffd.bay12games.com/file.php?id=11348) with the new changes.

Why do you not add my contribution?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 03, 2016, 12:54:22 pm
Oops. I didn't notice that it was ready to be added. I just now saw the raws to load your art on jecowa's post.

Updated (http://dffd.bay12games.com/file.php?id=11348) with the new changes.

If I got something wrong, let me know.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on July 03, 2016, 10:41:22 pm
Wait......something went wrong.The gray background didn't look good at all.
I tried to make a new png with transparent background.but in-game the tile background turns black.
How can I solve this problem? 
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 04, 2016, 07:34:48 am
I don't know, try to do what the ironhand pngs did. I don't think there is transparency. The creature tile replaces whatever floor tile it is standing on.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on July 04, 2016, 10:56:33 am
Try this version of the png file. It uses the same background as Ironhand's creatures.

Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: newsamsam on July 04, 2016, 09:24:56 pm
Try this version of the png file. It uses the same background as Ironhand's creatures.

You are fast jecowa! :D
I manage to figure it out too,it's the floor(or road) tile with some "glow" effect.
Here it is.
Spoiler (click to show/hide)
It looks darker but in-game it will look the same like orignal creatures.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on July 05, 2016, 08:12:20 pm
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.05
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on July 09, 2016, 08:51:14 pm
I manage to figure it out too,it's the floor(or road) tile with some "glow" effect.

I didn't think to look in the main tilesheet for the background. It looks like it uses the tile to the left of the hyphen for the background – the tile where the comma would normally go.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: LordBaal on July 13, 2016, 09:54:26 am
Quick question, this tileset has diagonal walls? I have used it for a long time (currently not) and I don't recall if it does.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on July 13, 2016, 01:17:21 pm
The straight-wall tilesheet is the default, but it includes a version with diagonal walls.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: LordBaal on July 13, 2016, 01:22:03 pm
And if I activate the diagonal version all the walls will be like that or only the ones that zigzag on the game. I know is a weird question.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on July 13, 2016, 04:35:31 pm
I think the 4 wall tiles with 90 degree turns will always be diagonal. I'm not sure, though; maybe TWBT can do some fancy stuff like that.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Spectre9000 on September 09, 2016, 07:36:22 am
Could someone post some screenshots of this in its current in game state? (43.05)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on September 09, 2016, 09:08:00 am
Ironhand without Text Will Be Text:
(http://i.imgur.com/yaLMyMD.png)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on October 05, 2016, 03:31:29 am
Anyone interested in something like this?

Before:
Spoiler (click to show/hide)

After:
Spoiler (click to show/hide)

It still needs some work.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on October 05, 2016, 08:57:40 am
Yes! And any other custom text tilesets too, they're great :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on October 05, 2016, 11:35:04 am
That would be grand.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: setzer52 on October 06, 2016, 06:43:10 pm
So I'm trying to get a comfortable DF setup and weather all the update upheaval. As such, I think my best bet currently is to use 0.43.03 as (from what I understand) that's the last version that Dwarf Therapist currently supports, and I can't bear the thought of playing without it. :P

I'd also love to use Ironhand, but all I've ever done is download the community-maintained full package, and the only one of those available I can find is 0.43.05. How would I go about getting Ironhand put onto 0.43.03? I'm willing to manually patch (hopefully I can figure it out), but I'm not sure if there will be problems if I mismatch the version of DF and the version of Ironhand.

What do I need to know here?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: PeridexisErrant on October 06, 2016, 07:07:24 pm
The 43.05 release of Ironhand graphics works with DF 43.03, but the easiest way by far is to download a package with everything preinstalled.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: setzer52 on October 07, 2016, 07:09:30 am
The 43.05 release of Ironhand graphics works with DF 43.03, but the easiest way by far is to download a package with everything preinstalled.

I had been having trouble finding a preinstalled 43.03. Then PeridexisErrant swooped in. He is the best. <3
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on October 07, 2016, 01:35:03 pm
Embark Map:
 (http://i.imgur.com/4Pzy8gK.png) (http://i.imgur.com/tSbkKvR.png)

Spoiler: main window (click to show/hide)

Spoiler: TwbT text tilesheet (click to show/hide)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on October 08, 2016, 10:23:47 pm
Man I really wanna play DF with that text tileset.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Jebus on September 01, 2017, 07:32:00 am
Hi!
I'm playing with the latest LNP with Ironhand graphics and I wonder if Varied Ground tiles are possible. I didn't get them to work with ironhand.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on November 24, 2017, 11:38:49 am
Yes! New version! Watching patiently for an updated version of my favorite tile set. But mostly I wanted to say in advance, thank you to all who are still contributing to, and updating, this set :D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hylum on November 24, 2017, 04:46:38 pm
Will there be a new version of Iron Hand for DF 0.44?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on November 24, 2017, 08:57:26 pm
I'll do the update after a few weeks because the daily updates get tedious. 
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: gchristopher on November 25, 2017, 06:06:16 pm
Thanks! And agreed, it's worth waiting for releases to stabilize a little.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hylum on November 28, 2017, 12:56:32 pm
Awesome! Thank you!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 04, 2017, 07:04:29 pm
Updated (http://dffd.bay12games.com/file.php?id=13283)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on December 05, 2017, 12:20:08 am
:D :D :D :D :D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on December 07, 2017, 05:19:06 am
As far as I can tell, the tiles marked below are unused. One of these might be a good spot for a Pedestal tile.

(tiles 10, 21, and 255)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on December 07, 2017, 11:47:31 am
As far as I can tell, the tiles marked below are unused. One of these might be a good spot for a Pedestal tile.

(tiles 10, 21, and 255)

I'm no expert on how the tileset system works, but I have seen those tiles everywhere in game. Although I haven't played in quite some time, so perhaps things have changed?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Ultimuh on December 07, 2017, 12:29:52 pm
Why not just use the table icon for pedestals?
No need to make an entirely new one.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on December 08, 2017, 01:03:39 pm
I'll change the pedestal to the table icon in the next update.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on December 09, 2017, 12:58:47 pm
The table tile sounds good to me. With its big surface on top, the table tile as display furnature might work well with TwbT multi-layer support in the future (so it could possibly look like the displayed item is actually resting on it).

It turns out 21 is being used for restraints. (I overlooked it in the Wiki.) Also tile 10 is used for some rocks. (It was declared with the "SYMBOL" tag, and I had only been searching for tags containing "tile" and "print" before then.) Tile 255 might still possibly be available for future use, though.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: oakmage on December 09, 2017, 03:26:55 pm
Updated (http://dffd.bay12games.com/file.php?id=13283)

You're the man GoldenShadow!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on January 02, 2018, 04:24:39 am
Taking advantage of new TWBT unit transparency and multi-layer rendering features:

(https://i.imgur.com/zBdgddF.png)
(https://i.imgur.com/CxCSeyD.png)

Mifki just solved "unit transparency" a couple of days ago. This allows you to see the tile behind the dwarves and other creatures.
Also featured in the screenshot is "multi-layer rendering" that was implemented a few months ago. This allows you to see the floor behind the chairs, tables, statue, bed, doors, levers, and rocks. It also is allowing the bed sheets to be a more vibrant blue and the pillows to be white. And also lets the levers have color-coding that isn't affected by the color of the lever material.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on January 02, 2018, 10:17:19 pm
Beautiful. Ironhand would be proud.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on January 06, 2018, 11:02:30 am
Updated (http://dffd.bay12games.com/file.php?id=13283)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on February 07, 2018, 02:55:23 pm
Updated (http://dffd.bay12games.com/file.php?id=13283) to 44.05
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: gchristopher on March 24, 2018, 03:54:54 pm
For anyone that cares, GoldenShadow's Ironhand upgrade package for 0.44.05 (http://dffd.bay12games.com/file.php?id=13284) will work with 44.07 just fine, and requires only one change: add the [PET] tag to [CREATURE:BEAK_DOG] in creature_standard.txt. (Adding the [PET] tag was the only raws change from 44.05 to 44.07.)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on March 25, 2018, 11:22:26 am
Good work.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Saiko Kila on March 27, 2018, 04:19:40 am
Still my favourite GFX pack.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Northstar1989 on April 15, 2018, 11:30:37 pm
Were there any Raws changes from 44.07 to 44.09?  Will the upgrade pack work with the current latest version (44.09) with that one change?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on April 17, 2018, 12:51:57 pm
No changes from 0.44.07 to 0.44.09. It is safe to use 0.44.07 packs in 0.44.09.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on May 06, 2018, 07:26:16 pm
Updated (http://dffd.bay12games.com/file.php?id=13283) to 44.10

Sorry for being absent on the updates between 44.05 and 44.10.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on May 07, 2018, 05:35:12 pm
It's okay, we'll always love you.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: DizzyCrash on June 16, 2018, 05:14:54 pm
There there a version of this with TWBT?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Shonai_Dweller on June 16, 2018, 07:07:06 pm
There there a version of this with TWBT?
That really depends on what you want to use TWBT for. Any tileset can be used for your text font if all you want to do is use multiple tilesheets. Ironhand doesn't have to 'come with' anything to take advantage of the basic TWBT functionality.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: GoldenShadow on June 24, 2018, 08:42:36 pm
Updated (http://dffd.bay12games.com/file.php?id=13283) to 44.12  (7-17-2018)


EDIT 3-14-2019

I just saw the news that Dwarf Fortress is coming to Steam with official graphics. I'm probably going to retire from maintaining Ironhand graphics from then on.

Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on July 04, 2019, 11:05:44 am
I'm sorry to hear that Golden :(. If I were good at this stuff I'd pick it up, but I'm really just no good with the graphics. Hopefully someone else will be happy to maintain this set, it's easily my favorite! Thanks for all you've done!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Meph on July 04, 2019, 02:58:23 pm
Oh no... there will still be a vast amount of people playing the free version, and tileset authors updating their sets to the new possibilities are sorely needed.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on July 07, 2019, 08:14:06 am
I do remember him mentioning how he does it earlier, but if you could leave a tutorial or something behind, I'm sure someone could pick it up.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on January 29, 2020, 12:35:50 pm
So, I'm almost afraid to ask, but is anyone willing to, or working on, updating this tileset to the new 47.01 (and beyond)? Goldenshadow took over from Ironhand, but may not continue past the graphical/Steam release, as he has noted a few posts above this one.

So, we're not yet to the graphical/Steam release, buy is anyone, Goldenshadow or otherwise, working on this release at all? Just curious. This remains, by far, my favorite tileset. To all who have worked on it, and maintained it, I just can't offer enough thanks.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on January 29, 2020, 11:50:46 pm
I'll update it. Any thoughts on what icons to use for the new Altar and Dice?


I'm thinking maybe the box thing for the altar and the asterisk for the dice.
Spoiler: Proposed tiles: (click to show/hide)

It looks like the box thing is currently use as the food icon when you aren't using TWBT. And I can't tell that the asterisk is used for anything at first glance.

Some input from people who are more familiar with the game and this tileset would be helpful. These can always be changed later, though.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: CLA on January 30, 2020, 05:18:33 am
I'll update it. Any thoughts on what icons to use for the new Altar and Dice?


I'm thinking maybe the box thing for the altar and the asterisk for the dice.
Spoiler: Proposed tiles: (click to show/hide)

It looks like the box thing is currently use as the food icon when you aren't using TWBT. And I can't tell that the asterisk is used for anything at first glance.

Some input from people who are more familiar with the game and this tileset would be helpful. These can always be changed later, though.

I think the table is a very good candidate to use as is for the altar. I honestly would expect Toady to just use that. As for the dice, no idea. It would be nice to have some dice dots on the symbol for easy identification, but all the vaguely square/quadratic symbols (box, grate, cage) already have so much uses - normal and inverted - that it's hard to do unobtrusively.
Tile #254 also looks kinda square, maybe we could hide a few dice dots in there. I'm not sure what the tile is used for in Mayday.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on January 30, 2020, 11:07:45 am
My thoughts are similar to CLA's. I'm absolutely fine with your suggestion Jecowa, and as an alternative the table for the altar, or just about anything vaguely cubic-ish will do fine for the dice in general, as well as your original suggestion.

I'll go with either one without real complaint, that's for sure :)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on January 31, 2020, 12:31:13 am
Maybe use table icon for the altar and the food crate for the dice? The food crate seems kind of large for a die, but in the vanilla graphics, it takes up the full tile.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on January 31, 2020, 01:02:15 am
Sounds excellent to me!
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Shadesmar on January 31, 2020, 03:41:11 am
the dragon for the altar, in my humble opinion, would be beautiful. and the 4 gems for dice... who said that dice have to be cubes?
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on January 31, 2020, 04:53:46 am
Yeah, they don't need to be cubes sine only one of the dice is a d6. The problem with the 4 gems is that it looks like 4 rocks on the ground. It would be cool if it could be inverted somehow, but it doesn't seem like its color can be manually-adjusted since it uses its material color.

(https://i.imgur.com/shx0b4i.png)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on February 14, 2020, 10:58:55 pm
So, I decided to see what was involved in updating an existing tileset to a new version of the game. I have a working Ironhand for 47.02, so I figured I would post it for those that want it. I tried to set everything to what we're all used to from Goldenshadow's posts (game settings, etc). I'm pretty sure everything is as it should be, but something could be broken.

I used Jecowa's suggestions as to the dice and altar tiles. Jec, thank you for that, and if you want to update this tileset, please do, I just was experimenting and thought I might as well put it up here for those interested, since my experiment seemed to work out alright for my own game.

Updated for 47.02: http://dffd.bay12games.com/file.php?id=14804
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on February 16, 2020, 11:54:52 pm
Updated to 47.03: http://dffd.bay12games.com/file.php?id=14804

If there happens to be anything wrong or off, please let me know.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Shadesmar on February 20, 2020, 06:23:18 am
Updated to 47.03: http://dffd.bay12games.com/file.php?id=14804

If there happens to be anything wrong or off, please let me know.

what is this? its not ironhand graphics as i was used to o.O
microcline and orthoclase walls are now fruit boxes, claystone walls are indistinguishable from floor and the best of ironhand graphics, the unit graphics of dwarves, are now only ugly shadow silhouette? i appreciate ur effort, but this is definitely not the ironhand graphics i played for years or does come even close. Habituation and artistic pleasantness aside: this tileset is objectivly worse, because the visual difference between wall and floor is kinda important...
gems are now spider-webs >.< cmon
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: jecowa on February 20, 2020, 09:35:26 am
I'm not seeing anything wrong with the walls or dwarves in this pack. Walkaboutout's distro is using the same floor and wall settings and same dwarf graphics files as mine. I'm guessing you didn't install the content from the graphics pack's "raw" folder into you save file's "raw" folder (located at /data/save/regionx/raw/). This might be bad to do, though, if your save is from a previous version of Dwarf Fortress. If your save is from Dwarf Fortress v0.44.x, then I think you should copy all the raws over except /raw/objects/item_tool.txt. It might be good to backup your save file first, though.
Spoiler (click to show/hide)
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Shadesmar on February 20, 2020, 10:48:41 am
many thx...that fixed it.
i didnt know that the tileset is part of every save file.
Title: Re: Ironhand's Graphics Set
Post by: Walkaboutout on March 01, 2020, 12:18:51 pm
Updated to 47.04: http://dffd.bay12games.com/file.php?id=14804

As always, if there happens to be anything wrong or off, please let me know.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: JEB Davis on March 01, 2020, 08:06:56 pm
Not being a modder, please excuse my lack of knowledge, but I've wondered about graphics for the up/down staircase since first playing.
What is involved in making a nice graphic for it, rather than the hideous default "X"?

I really like this Ironhand tileset.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: CLA on March 02, 2020, 03:18:06 pm
The problem is that unless you use dfhack/TWBT, the up/down staircase, the letter 'X', Bins, and the cursor all must share the same graphic -- it's hardcoded. So, the ugly X is a compromise.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: JEB Davis on March 02, 2020, 03:28:15 pm
The problem is that unless you use dfhack/TWBT, the up/down staircase, the letter 'X', Bins, and the cursor all must share the same graphic -- it's hardcoded. So, the ugly X is a compromise.
Thanks for the explanation, I appreciate it.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on March 03, 2020, 10:06:46 pm
Thanks CLA. Yeah, he's absolutely right. The pallet that is used for things like stairs is basically one pallet, hardcoded for use, and so the icon is shared by a few things, per Toady's design. Which probably makes morse sense with the ASCII tiles, but is a bit more of a compromise when it comes to doing art for the pallete itself.

Creatures, dwarves, etc are little more flexible. They are determined in the raw files (basically editable text files) and can be changed around, so theoretically those are mostly infinitely expandable. You just need the art, and you can technically make a unique icon for each creature.

There is hope though. While I do not pretend to understand whats coming with the graphical update that Toady is working on next, it does sound like tileset artists will have a much more powerful system by which to design custom graphics for individual items of various types in the game. I'm no artist, I've simply updated what work Ironhand has left us with new versions. But perhaps when the graphic update is out, someone better at all of this than me will be able to extend this awesome tileset :D
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on February 10, 2021, 11:39:08 pm
Updated to 47.05: http://dffd.bay12games.com/file.php?id=14804

As always, if there happens to be anything wrong or off, please let me know.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Durithill on February 23, 2021, 08:36:48 pm
It never ceases to amaze me how, over a decade later, people are still working on Ironhand's old tileset. I'm not complaining though, lol.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Hippoman on February 24, 2021, 07:59:55 pm
Still the only Tileset I'll ever use. Even has my little MSPaint edit in it.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Urist_McUrist on December 31, 2021, 02:14:52 am
Ive been living in the 3rd cavern layer for a long time... is there any version of this that still works on a 32bit system? Ive been trying to update and keep getting the same error "not a valid 32bit application".
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Urist_McUrist on December 31, 2021, 03:07:26 am
Lookit me, crawled from the caverns, necrod a thread, double posting. I think i found my way to just the graphics pack files and updated by hand. I thiiiink i did it right. I havent used a computer for years now, and i dont even have a mouse. But i got the newest version of DF working, and it looks like i got the ol ironhand files copied in by hand also. God what a pain keyboard navigation is.

Urist is compulsive these days, too long in the caverns he spent.
Title: Re: Ironhand's Graphics Set (on Hiatus)
Post by: Walkaboutout on February 17, 2022, 01:31:31 am
Lookit me, crawled from the caverns, necrod a thread, double posting. I think i found my way to just the graphics pack files and updated by hand. I thiiiink i did it right. I havent used a computer for years now, and i dont even have a mouse. But i got the newest version of DF working, and it looks like i got the ol ironhand files copied in by hand also. God what a pain keyboard navigation is.

Urist is compulsive these days, too long in the caverns he spent.

Heya Urist, welcome back to the sunlight. It will definitely make you sick, but eventually you'll get past that. Sorry I'm so late in reply to this post!

So, I have indeed been updating and posting the 64 bit version of Dwarf Fortress, yes. I do believe that, offered for download off the main Bay 12 page, is still the 32 bit flavor of the game available in the latest Dwarf Fortress version, as well. I could certainly apply the Ironhand stuff to it, and host a copy on DFFD if neccessary, for the convenience of folks still needing to use 32 bit, instead of 64 bit.

It sounds like you got it all sorted, but I would be willing to help with what limited abilities I possess, be it yourself or someone else saying that'd they'd like to be able to grab a 32 bit version. Probably not neccessary, but it wouldn't be a big deal, in the end.