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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1215971 times)

WormSlayer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2160 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
« Last Edit: August 11, 2010, 08:45:21 pm by WormSlayer »
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2161 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?
« Last Edit: August 11, 2010, 09:15:30 pm by Ironhand »
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WormSlayer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2162 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...
« Last Edit: August 11, 2010, 09:57:45 pm by WormSlayer »
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Ladde

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2163 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.
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soul4hdwn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2164 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?
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Marrik

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2165 on: August 11, 2010, 10:54:30 pm »

how do i use mods for DF?
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Harmonica

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2166 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?
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Vince

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2167 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.
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Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2168 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?
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McBeer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2169 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

 

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that.
Quote
A single large tileset image plus a file telling DF how many tiles there are in the file
« Last Edit: August 12, 2010, 05:49:37 am by McBeer »
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WormSlayer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2170 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."
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Vince

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2171 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.)
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Tormy

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2172 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]
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Deon

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2173 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.
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2174 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?
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