Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Obsidian Soul on June 06, 2013, 09:24:50 pm

Title: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on June 06, 2013, 09:24:50 pm
(http://i.imgur.com/YmYaK7u.png)

About
A 16x16 graphics set for DF2012 (v0.34.11v01). It focuses on consistency and stylized realism to harmonize the different tiles and give a more "medieval" atmosphere to the game. Unlike other tilesets, this also specifically sets aside different tiles for grass which also animates (giving it the effect of gently rustling in the wind). This makes it easier to distinguish pasturable areas from bare rock and sand, tell apart different biomes, as well as letting you plan green (or blue, if you're going with cave moss) gardens along your entrance halls. Just make sure to forbid traffic on it to avoid trampling them to bare ground.

If you have any comments, suggestions, or problems, please don't hesitate to tell me about them. This is based on Phoebus' Graphics Set (http://www.bay12forums.com/smf/index.php?topic=57557.0)


Download and installation:

NOTICE: This graphics set has not been officially updated for the newest DF versions (DF2014), since I didn't have much free time in 2014 and I am now devoting my time on remaking a different version with higher resolution tiles for TWBT (http://www.bay12forums.com/smf/index.php?topic=138754.0). Some people have kindly made a temporary update for this set. They are bundled together with PeridexisErrant's DF Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076) for Windows, fricy's MacNewbie Pack (http://www.bay12forums.com/smf/index.php?topic=128960) for Mac, and Beautato's Linux Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=140966.0) for Linux. I highly recommend that you download those instead, as they also come with a ton of useful utilities. Please back up your game before using graphic sets. Thank you.

Pre-bundled:
I highly recommend that you use this with the Lazy Newb Pack (available for Windows, Mac, and Linux users) . As these contain various bugfixes, plugins, and utilities that will make your Dwarf Fortress experience much more pleasant (particularly the indispensible Dwarf Therapist utility). For the Lazy Newb Pack for Windows, click here (http://www.bay12forums.com/smf/index.php?topic=126076.0) to get the latest unofficial expanded version compiled by PeridexisErrant. For the MacNewbie Pack for Macs, click here (http://www.bay12forums.com/smf/index.php?topic=128960.0) to get the latest version by fricy. For the Lazy Newb Pack for Linux, click here (http://www.bay12forums.com/smf/index.php?topic=130792.0) for the installer by andrewd18. This is already pre-bundled with them, so no need to install the patch. Simply select this from the preexisting graphics set choices. Don't forget to go over your start up settings again in LNP or MNP after activating this.


Patch:
If you are not using LNP or MNP, click here (http://dffd.wimbli.com/file.php?id=7728) (1.65 MB, zip archive) to download the patch from the Dwarf Fortress File Depot. To install, unzip the file, then simply copy and paste the contents of the folder into the DF directory and overwrite when prompted. You may want to back it up first.

If you have preexisting saves, copy the raw folder of the Obsidian pack and paste it into the specific save folder you want to use. Overwrite when prompted.
[/s]


Main tileset preview:
Spoiler (click to show/hide)


Screenshots:
My fortresses kinda suck. So if you have a screenshot of your own glorious fortress using this tileset, please post them below and I may add them here. Thank you in advance.  :)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)


Changelog:
v.08 Alpha
Spoiler (click to show/hide)
0.7 Alpha
Spoiler (click to show/hide)
0.6 Alpha
Spoiler (click to show/hide)


Credits:
You can use this tileset any way and anywhere you like. Credits to me and the others listed below would be appreciated however.
Spoiler (click to show/hide)

If you liked this graphics set, please consider offering a small sacrifice to Armok, destroyer of worlds. (http://www.bay12games.com/support.html)
Title: Re: Obsidian Tileset
Post by: Obsidian Soul on June 06, 2013, 09:26:42 pm
Reserved
Title: Re: Obsidian Tileset
Post by: Obsidian Soul on June 06, 2013, 09:27:04 pm
Reserved
Title: Re: Obsidian Tileset
Post by: Obsidian Soul on June 06, 2013, 09:27:24 pm
Reserved
Title: Re: Obsidian Tileset
Post by: Hugo_The_Dwarf on June 06, 2013, 09:29:31 pm
This looks glorious, it's like a mix of grim-dark (but not too much) and classic game graphics (shining force)

Nice work.

EDIT: downloaded before the OP could be edited for the link :P
Title: Re: Obsidian Tileset
Post by: Obsidian Soul on June 06, 2013, 09:43:19 pm
This looks glorious, it's like a mix of grim-dark (but not too much) and classic game graphics (shining force)

Nice work.

EDIT: downloaded before the OP could be edited for the link :P

LOL. Couldn't wait, huh? :D Don't forget to send me feedback and stuff1.

1Masterfully made adamantine goblets encircled with menacing spikes of diamond and filled with Dwarven beer
Title: Re: Obsidian Graphics Set
Post by: Toxicshadow on June 06, 2013, 10:18:28 pm
Downloading it now, screens look really good though!

Edit: Yeah, played around with it, looks beautiful! Kudos to you O:
Title: Re: Obsidian Graphics Set
Post by: Hugo_The_Dwarf on June 06, 2013, 10:32:53 pm
I'm surprised, you animal list for graphics was more updated then the phoebus one I had with my Slap Graphics. Extra diamond spikes for being up to date (altho idk how I got an older/incomplete version)

Either way looks tip top and will be back in a few days (maybe less) with feedback after I take her for a long spin.
Title: Re: Obsidian Graphics Set
Post by: sackhead on June 07, 2013, 12:56:47 am
I am extremely happy this is out!
i love the walls and especially the feel of them, it is different and may be my new favorite
Title: Re: Obsidian Graphics Set
Post by: Obsidian Soul on June 07, 2013, 09:17:22 am
Thanks for the feedback guys. What do you think of the ground tiles, btw? That's experimental atm. I'm not sure if I like it that much as they look a bit... flat. I may revert to Phoebus' varied ground tiles, but then again maybe I had just become used to them being different shades.
Title: Re: Obsidian Graphics Set
Post by: Deon on June 07, 2013, 09:41:07 am
I love everything but sand, it stands out from the ground too much. A bit smoother/ground-like sand would be nice. Everything else is GLORIOUS.
Title: Re: Obsidian Graphics Set
Post by: PrimusRibbus on June 07, 2013, 09:59:28 am
Very excited to try this tileset! It looks GREAT!
Title: Re: Obsidian Graphics Set
Post by: Deon on June 07, 2013, 10:23:01 am
I just played with it, yep, IMHO sand is sweet but should blend with ground better. Everything else is FABULOUSS.
Title: Re: Obsidian Graphics Set
Post by: Obsidian Soul on June 07, 2013, 10:52:33 am
I just played with it, yep, IMHO sand is sweet but should blend with ground better. Everything else is FABULOUSS.

LOL.

As for sand. Hm, that's what Meph said too. I'll see what I can do. I loathe to lose my wavy water though. :[ Sand and water use the same 2 tiles.

And thanks Primus. :)
Title: Re: Obsidian Graphics Set
Post by: Obsidian Soul on June 07, 2013, 11:05:05 am
Ok quick tweaking by overlaying the sand swirls and waves with a generic noise textures. I like the results. What do you think?
(Pardon the mess, I just had to fend off 2 successive sieges)

Spoiler (click to show/hide)

I also tried darkening it, but didn't like the result. It makes white sand look like black sand.

Spoiler (click to show/hide)

I've also reintroduced the varied shades in the ground tiles and fixed some background mismatch in the colon and semi-colon.
Title: Re: Obsidian Graphics Set
Post by: Deon on June 07, 2013, 11:46:36 am
The first one is nice, however you should do something with those "super waves", they look almost like walls. Common sand looks really nice.

Heh, you use my pigs? Nice. Btw I plan to include Obsidian as an option for Genesis. God damn it, supporting 4 different graphic versions will definitely make my updates harder :D. But it's totally worth it.

P.S. I liked single-shaded land more, could you post a version with commas and the like for those who play without varied ground tiles?

P.P.S. You could just make sand to look the same as land, with some grains or something. It's not used for the water because water is 1-7 tiles with waves on them, right?
Title: Re: Obsidian Graphics Set
Post by: Obsidian Soul on June 07, 2013, 06:01:40 pm
Your pigs are awesums. You're credited up top. Remember this is still largely Phoebus' tileset in terms of the animals and stuff as I haven't gotten around to them yet (and I probably won't need to change them much, if at all). And I'd be honored to have my tileset included in your mod. :D

I've changed the "superwaves" (I assume you meant the swirly one) with something more subtle. They were originally like that because I focused on them being used for wave breakers, thus the Japanese tsunami painting vibe to them. But yeah, they're more commonly seen as normal ground sand variation. I'm currently using the "superwaves" as walls instead.

I'll also try using a grainier ground texture, but I don't think that's the problem. The main thing that sets them apart so garishly from normal ground, imo, is the color. Sand is white, bright yellow, or black.

And yes, I placed waves beneath 1-7 (including 8 and 9 for consistency really), but I'd like to keep the waves for people who don't use water depth. Incidentally, I have also adjusted them to shade lighter for shallower and darker for deeper, respectively.

For commas and stuff, will do, but I wouldn't know how to change it in the raws so they will use them. And not now though. In the future when I will start posting the other versions (square and diagonal walls, etc.).

I'll be posting a new version today with improvements from the feedback as well as other tweaks.
Title: Re: Obsidian Graphics Set
Post by: Hugo_The_Dwarf on June 07, 2013, 06:18:49 pm
well I have just finished added your version to Regen but I have to run off and do some work before I can fully test it. Like Deon I think for the water the first one is nice
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Obsidian Soul on June 07, 2013, 08:46:12 pm
Heh thanks for the usage guys. Apologies in advance as I'll be updating this pretty heavily in the next few days as the feedback come in. So it might be best not to bundle it in for now and wait until it stabilizes somewhat. :P

Anyway speaking of updates. New version up in OP.
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Toxicshadow on June 09, 2013, 09:29:58 pm
So... sexy!
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Hugo_The_Dwarf on June 09, 2013, 10:11:37 pm
So... sexy!
^ I am for that.

Currently doing a test run with your latest version, looks very nice (https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTZTOyKEx9xczcyTt5PUzchVlBTfcDhEJkSY9ZzjbyaloUx1Nty)
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Meph on June 10, 2013, 05:03:17 am
You might have overlooked the PM I did send you, so I would like to ask here again: Might I use this in my mod, as an optional set, and might I port a few tiles (mostly the walls) to a tileset of my own?

I am more or less done with the tileset per se, I still have to do the raws and the patched exe for mine.

Your tileset is really amazing. I actually do like it more then Phoebus, which is my usual go-to tileset. The new Masterwork tileset, which I will use your walls and a few rock tiles, will even be the default for masterwork. :)  All credit given, of course. :)

And then I have to redo about 200 custom buildings... lol. Or at least improve them, and see whats wrong. ^^
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Obsidian Soul on June 10, 2013, 08:42:03 am
Oop sorry, Meph, I keep missing the PMs. >.< I just read it now. And yes of course you can use it however you want. I'm really honored you modders are bundling this in.

I got distracted by real life stuff and building an even more ambitious fortress so I can make better screenshots of my set, LOL. I love making geometric floor patterns.

I've found out one problem though. The water depth variation in brightness makes the numbers too dark in the trading screen. It's  minor (as I can check the values by pressing F12), so I'll address it in future update when I complete the tilesets of the other races as well. I'm content with how everything looks so far though.

And thanks Toxicshadow and Hugo. :D Great Success? LOL
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Meph on June 10, 2013, 09:11:27 am
Thank you.

You might as well test your upright spear/spike, because I assume it is broken. It uses inverted tiles ingame, similar to the barrel in the still. Thats why the background for it is to odd.

The background engravings I talked about for the floorbackground of items is really only important for custom buildings. Masterwork+OrcFortress+KoboldCamp have about 300 of those, so it seemed important to me. Makes sense that vanilla df does not need it.

I would love to add it now, but I cant acces my GUI, the source code is at home, and I dont have VB on my netbook. Will take 3 months till I am back home... mh...
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Obsidian Soul on June 10, 2013, 09:52:34 am
The upright spear traps have not been changed from Phoebus' originals. It uses the '|' character, white on black. I can probably make it more spearlike like I've done with the parentheses (bows) and slashes (swords/projectiles), since it's not used much in text. But I can't do anything about the colors. And yep, same problem with the barrels when I first started to make this, because the one used by Phoebus has inverted colors for some reason (i.e. it's the background color that shows material, rather than the fg color). I have no idea if that's hardcoded in the game itselfor simply his preference, but I'm aiming to tweak it as well so that I can still use the floor tiles on it.

On the floor engravings. Ah. I was wondering why you needed it. But here's a workaround: I've uploaded the main tileset without the backgrounds, so you can add whatever fits your mod best. It might be useful for others as well who use different floor patterns.

(http://i.imgur.com/p7ofqzS.png)
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Meph on June 10, 2013, 10:21:45 am
Quote
I have no idea if that's hardcoded in the game
Yes it is.

The preview you did send me did not have the transparent spear/spike, and neither does the version you just uploaded. I am talking about the tile between the O and o. As far as I know i will show inverted in the game, so your spike is visible when the spike is retreated, and it is invisible when the spike should be shown. Phoebus uses complete transparency for the spike, while you use solid white color.
Edit: Ok, now I am unsure myself about this. I think I was talking about the channel designation, in that case its perfectly fine. Maybe I confused myself.

I dont think its a big problem.

And I laughed when I saw your (). I changed them to bows as well ^^ And with arrows I did not mean the ballista heads, I meant the three arrows next to the trees, second line. They are only used for indicator (pointing to a dwarf) and showing the direction of the bridge. The christmas-tree next to them is actually the arrow up. ;) I did change all of them as well.

What exactly are your {} ? Worms? Rope-Ends?

I also saw you flapping wings-bird question. You can do it for all vermin birds, mammals, fish, insects and the like. Use alt-tiles with inverted color on them. See the Ironhand tileset vermin, it transforms a spider into a lobster using this transparency trick, or the phoebus prepared meals. It changes a few dots into twice as many dots. You can change the wingspan, or leg-position, or the rat-tail, or the fin/bubble position on fish. Not quite as fancy as you wanted to do it, for every creature in the sprites, but at least any vermin would do it.

You could also do wavy grass this way. :) And trees that shake in the wind/move their leaves.

From personal experience this can hurt the eyes after a while. I made a writhing floor of maggots once for the third cavern. ^^

Tile 245 and 0 are free btw, 0 is only used in the intro video if I am not mistaken. '-' and '|' could also look like your sword/arrow tile, because it is used for flying ammo just as your '/' and '\'. Tile 10 should be free as well, I have never seen it ingame... someone mentioned powered millstones??

Before your walls start, there is one tile with a little white dot on it. Below the cactus. What is it?

'&' is dead demons. ;)


Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Obsidian Soul on June 10, 2013, 10:56:06 am
Oooh wavy grass. But I think there's a problem with that - the backgrounds are black for the fg and bg to work correctly, if I'm not mistaken. It might still be useful for things which take up almost all the tile space, like trees. Though, yeah, I'm guessing there's no way to adjust how fast they blink.

I've also actually adopted the transparency trick. My prepared meals are similar, in that they look like a random speck as part of the undiscovered walls, but they become a pot filled with stew thingies when used for food.

{ and } are just some random character I found in the character map that looks as close as possible to worms/eels. without being too much like worms/eels (if that makes sense).

For the spikes, you mean the dig designation? Thanks. I wasn't aware it was used for spear traps as well, as I haven't been building menacing spear traps for a while (too much micromanagement to bait them in, though they were great at skewering goblins LOL). I'll fix those next update.

EIDT: Hm, so it's not a problem after all? I'll double check by making spear traps. As I said earlier, I thought it was the '|' tile that is being used by spear traps?

For '-' and '|', noted. I'll also change the & to show dead demons next update. As for the free tiles, I don't know what to use them for. :/ More plant variation perhaps?

The tile before wall start is a young cactus. And now that you mention it, I realize that that was the withered plant tile in the original, LOL. I'll fix that as well, maybe using another of the free tiles for the withered tile instead.

I've also noted that the metal door (216) isn't being used. Instead the game uses the tile for bars (240). Can that be fixed?

Anyway, thanks a lot for this. :) Very useful.
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Meph on June 10, 2013, 11:17:31 am
216 isnt used? Good to know. :) More power to me, I could put a Drow tile into it. :)

Quote
Though, yeah, I'm guessing there's no way to adjust how fast they blink.
Yes, there is.
   [GRASS_TILES:w1:x1:y1:z1] w&x are grass, y&z is dead grass.
   [ALT_GRASS_TILES:w2:x2:y2:z2] w&x are alt-tile, y&z is dead grass.
   [ALT_PERIOD:200:100] => ingame ticks. 200 for first tile, then 100 for second tile.

http://dwarffortresswiki.org/index.php/DF2012:Plant_token#Grass_Tokens (http://dwarffortresswiki.org/index.php/DF2012:Plant_token#Grass_Tokens)

Sadly, there is no alt_color, so you actually need two tiles for this. Damn. I was sure it would work.

Creatures have a lot more:
Quote
CASTE_ALTTILE
CASTE_COLOR
COLOR.
CASTE_GLOWCOLOR
GLOWCOLOR.
CASTE_GLOWTILEGLOWTILE
CASTE_SOLDIER_ALTTILESOLDIER_ALTTILE
CASTE_SOLDIER_TILE
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Hugo_The_Dwarf on June 10, 2013, 11:58:55 am
And thanks Toxicshadow and Hugo. :D Great Success? LOL

Great Success! How Much? lol jk HIGH FIVE!
Title: Re: Obsidian Graphics Set (Updated 8/6/2013 - v0.6 Alpha)
Post by: Obsidian Soul on June 10, 2013, 02:20:08 pm
Speaking of the successes of greatness, my forays into the scary world of "advanced" raws modding reports Great Success! Modding plants is fun. :D

I've now made the scrub desert look more desert-like by changing the graphics used for pebble plants and baby toes succulents into the same ones I use for small cave mushrooms and adjusting colors accordingly.

(http://i.imgur.com/xsbWK8r.png)
Upper right: scrub desert; lower left: woodland

I've also restored the withered plant tile; moved the young saguaro/bloodthorn tile to tile 244; used tile 10 for plump helmets, to separate them from dimple cups; switched around the quarry bush tile; and lastly, I've changed '{' and '}' yet again to be more worm-like but also as the tile for pigtails.  I figured crop tiles would be one of the most commonly seen plants, so I might as well give them some lurv.

(http://i.imgur.com/70GNjTy.png)
Sorry my farmers are nooblets

I'm excited to do go over the rest of the plants.

EDIT: Also adjusted the opacity of the numbers themselves so that the darkness/brightness of their water background doesn't affect their readability.

(http://i.imgur.com/aheGF1P.png)
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on June 11, 2013, 02:35:19 am
New update up. Pretty major changes. I've used up most of the free tiles by making grass tiles separate from the periods, commas, and apostrophes used by rocky ground tiles.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Hugo_The_Dwarf on June 13, 2013, 02:47:12 pm
you like to make my job of including this in my Mod don't you :P
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on June 13, 2013, 03:22:21 pm
LOL, as I said, it's probably best to wait a bit until it's stable somewhat. :P I'm heavily tinkering with it, and I'm really happy with the grass results.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Hugo_The_Dwarf on June 13, 2013, 03:34:03 pm
haha I'm just adapting, adding a few functions into my program to generate filters for me. Didn't take to long to make one for the new grasses, and other little updates are easy to fix.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Deon on June 14, 2013, 01:30:36 am
Weee, this new grass tile is a bit too busy but it blends well with sand and looks really nice :).
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on June 14, 2013, 01:44:50 am
You should've seen it when I still allowed color variation for different grass species, LOL.  Trying to balance it out, particularly the deserts. But some biomes simply naturally look like quilt patchworks it seems, and I'm still not very good at predicting the color outcomes of color changes in the raws. Also Hugo, just ask, I'll tell you which files have been changed exactly. :P
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Meph on June 14, 2013, 05:52:19 am
Did you manage to do the moving grass animation, using 2 tiles and alt_tile?
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Deon on June 14, 2013, 05:55:00 am
That's what I did with the sand:
(http://img.ie/2ycw0.png)

It looks almost like a ground, just with some pebbles and lighter. It blends better, and it's not an issue with water since my water uses 1-7 tiles.
It is a bit offtopic though, I like your sand a lot :D.

May I use your 1-7 tiles for water with waves in Fallout mod?

Did you manage to do the moving grass animation, using 2 tiles and alt_tile?
It looks great, you should merge that in :).
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Meph on June 14, 2013, 09:23:25 am
So he did? I will have a look for sure, and try to add this into Masterwork. Dont know about free tiles though. But I am really curious. :)
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on June 14, 2013, 11:07:59 am
Deon, I like it, but when I tried it on my own, they simply still don't mesh in that well. Even after several hours of tinkering. :[ I've tried the tile you used, several modified versions, as well as even replacing the sand tile with the exact same tile I use for rock/soil, and they still stick out like a sore thumb. I think it's because the sand I encounter are white, bright yellow, black or red. I've never really seen brown sand. :/

On the other hand, I've now standardized the colors and tiles used for pebble plants and baby finger succulents so they now show up having the same brown color as needle grass, at the cost of some of their tiles looking like grass. But that's alright, as long as it lets scrub deserts look like scrub deserts and savannahs look like savannahs. I hate how the game inserts random lush green "shrubs" into my deserts though. Or how dead plants seem to become a uniform ugly brown :[

(http://i.imgur.com/oBorcH6.jpg)

And yes, you can use any of my tiles, heh.

Meph, yep. The wormy tendrils writhe around nicely. I used my modified tiles for { and } (also used for pigtails, though pigtails don't move of course). I've since replaced their graphics with something thinner in my current version though (pic below). As they looked too massive previously to be something cows graze on.

(http://i.imgur.com/zk63BvC.jpg)

I also tried it on Meadow grass but it didn't look as good as I thought it would. Code snippet using the current tileset below:
Quote
[PLANT:MEADOW-GRASS]
   [ALL_NAMES:meadow-grass]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [GRASS]
   [GRASS_TILES:0:216:0:216]
   [ALT_GRASS_TILES:216:0:216:0] Alt-Alt: 0:216:0:216
   [ALT_PERIOD:200:100]
   [GRASS_COLORS:2:0:1:2:0:1:7:6:1:7:6:0]
   [WET]
   [DRY]
   [BIOME:GRASSLAND_TEMPERATE]
   [BIOME:SAVANNA_TEMPERATE]
   [BIOME:SHRUBLAND_TEMPERATE]
   [BIOME:ANY_TEMPERATE_FOREST]
   [BIOME:MOUNTAIN]
   [BIOME:TUNDRA]
   [BIOME:TAIGA]
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Deon on June 14, 2013, 11:50:03 am
My grass moves under wind too, I used your 2 grass tiles in Fallout mod, and it looks like grass is moving under the wind. It looks great!

About green plants in desert, you have to mod to fix that.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on June 14, 2013, 12:42:17 pm
LOL, Okay, I had to try out adding it to all the grasses which use tile 0 and 216 only (including cave moss and floor fungi). And you're right, they do look very nice in large open areas of grass. If you stop focusing on an individual tile, it looks exactly like they're rustling in the wind. Adds a bit of pseudo animation to the game. I guess my mistake previously was doing it to only one species.

But I think it still needs a bit of getting used to. I keep expecting something terrifying and hungry that's going to eat my dorfs every time I catch movement in the corner of my eye. LOL

Anyway, I think I'll keep it. ^^ Great success?

Also regarding having to mod the desert random plants, how difficult is it? If it requires real coding, I guess I'll have to pass. :[
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on June 14, 2013, 12:49:45 pm
Also for anyone who downloaded the current version and want to try out the moving grasses for yourself, simply go to the raw/objects folder. Find the text file plant_grasses.txt and replace the contents with the following. Then save. Enjoy.

(Also, I suggest changing the FPS cap to 50).

Spoiler (click to show/hide)

And for anyone who wants the current main tileset version. It's below. Simply save the image and rename it to Obsidian_16x16.png

Then go to the data/art  folder and overwrite the current file there.

(http://i.imgur.com/6QWZBJG.png)

It will probably be a while before I do another release. I'm doing them too quickly. ^^ Need to save up the changes.

(EDIT: Updated above image. Made a few small aesthetic tweaks to saplings, "grassy" shrubs, "herbs", and palms)
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Hugo_The_Dwarf on June 14, 2013, 02:16:25 pm
I think I'll wait until your next update before I do any patching of my own ;)
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Deon on June 15, 2013, 01:55:25 am
Your spriting skills are amazing. Also I think I should not use "moving under wind" effect for caverns :D.

Regarding dead plants becoming "ugly brown", there's DEAD_SHRUB_TILE and DEAD_SHRUB_COLOR.

Quote
Also regarding having to mod the desert random plants, how difficult is it? If it requires real coding, I guess I'll have to pass. :[
There's no coding required to mod DF whatsoever, it's just a matter of changing a few text tokens.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on June 19, 2013, 08:05:06 am
LOL no it's not. I'm used to resolutions of 2048x when working with textures. Learning to make things appear as I want them to in square 16 pixel images is MUCH MUCH harder than I thought, haha. But I'm learning as I go. :P Thanks.

And yep, I tried changing those too. No luck. The FG-BG range is simply too limited to have much impact on anything. :[ I gave up and restored some of the wet/dry color variations as I realized the game itself automatically turns the grass whatever color it should be if dry or dead. I did go ahead and revamp most of the shrub tiles though, as well as added a new grass tile (the egg tile). They blend in better now. But that's for the next update.

Also I like the rustling grass too much! ^^ I'm keeping it on caverns. Just blame it on the updraft from hell. haha.

P.S. Hugo, yep. Probably for the best, heh. :P
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Meph on July 01, 2013, 06:08:34 am
In case you havent noticed: There is an own board for graphic sets now, but the author of the thread has to move it there. You can find the button in the lower left, next to the "lock the thread" one. :)
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Gavakis on July 01, 2013, 06:48:33 pm
It actually looks pretty nice.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: milo christiansen on July 16, 2013, 10:40:53 am
I am going to take a stab at making a Rubble addon to automaticly install this.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: milo christiansen on July 19, 2013, 03:03:59 pm
Ok, all done.
Rubble is a raw generator that uses special directives (called templates) to create raw files from "pre-raws". Most of these templates are written in a custom scripting language named NCA. NCA was made to be used for other things and Rubble is only the newes of my programs to use it, a side effect of this is that Rubble can (via NCA) do things like edit your init files or copy a tileset file to data/art.

This combined with a set of special templates for changing tile numbers and colors means that changing tilesets is as easy as activating one addon and deactivating another. Another bonus is that most mods are (if they don't change TOO much stuff) automaticly compatible.

All that said here is the download link for a Rubble addon that installs this tileset, everthing needed is included in the package except Rubble itself.

Addon Download (http://dffd.wimbli.com/file.php?id=7845)

Rubble Thread (http://www.bay12forums.com/smf/index.php?topic=128013.0)
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on July 19, 2013, 06:33:27 pm
I don't know what Rubble does. Is that for Linux? Anyway thanks :P And thanks Gavakis, Meph. I've moved the topic. I'm still too busy atm, but I've finished the revamped dwarf tiles. Goblins are next I guess then elves and kobolds (I'm aiming to complete their tiles) then I'll do another release. Dunno, though. It seems another DF client release is imminent. So I may wait for it first.

Anyway, if anyone wants to try out the new dwarves, I've included them below. To use, simply copy and overwrite the dwarves.png file in the raw/graphics/obsidian/ folder

(http://i.imgur.com/AB2xWA0.png)

Also find the file graphics_obsidian_dwarves.txt in the raw/graphics/ folder and overwrite the entire contents with the following code and save.

Spoiler (click to show/hide)

The most obvious changes is the difference in livery and armor among tax escorts, militia, and law enforcers. I've also made the dwarf heads smaller somewhat, and fixed the odd "mickey mouse" look of the previous fully helmed dwarves (not enough pixels on the horns). Nobles now also look armored.

I've also changed the descriptions on the front page and the download page as it somewhat misleadingly implies that this is merely an alternate version of Phoebus' pack. It's heavily based, but it isn't. It has a totally different look.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: milo christiansen on July 22, 2013, 04:50:46 pm
Rubble is avalible on all platforms that DF is.

The addon I uploaded automates installing this tileset, basicly it edits the init file and copies the tileset image to the correct folder as well as telling Rubble what tile numbers/colors to use for plants/materials/tools.

If you are using my Better Dorfs mod (which is installed/configured with Rubble) and want support for this tileset, all you need to do is install my addon and support is automatic. Even though Better Dorfs has never heard of this tileset Rubble knows how to make them compatible :)

Creature graphics are NOT included, those still have to be installed manualy. This is because creature graphics are not part of the tileset, so including them in an install script is not a good idea unless the user can override them easily.

If you are not using Rubble, this addon is not very useful ;)
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: PeridexisErrant on July 23, 2013, 06:46:17 am
Right, having found this it's only a matter of (short) time before it gets into my LNP; Obsidian is too gorgeous not to. 

Two quick questions:  1) when can I expect the next update, cause that would be a good time (pretty please update); and 2) I assume all the moving grass etc just works with LNP switching like every other graphics pack without any further edits required?  I must say, that's one awesome feature...
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on July 23, 2013, 01:07:09 pm
Ok, thanks for the explanation, milo. I don't use mods though, given that I have to test the pack in vanilla mode. But if it helps those who are using it, then good. :)

Peridexis, thanks and yes please. :P That would simplify a lot of things for me if this was in LNP. Anyway to answer your questions:

1) I can export a snapshot of the version I'm currently playing with. It already has a lot of changes in it (including the moving grass). I can hold off the full kobold/human/elf/goblin set for the next release of DF when they can (hopefully) be of more use. It's not like they would be visible ingame in the current DF version anyway.

So when are you doing another release of LNP? I'll try and have another update within a few days from now (most of the drudgery in updating is updating my screenshots).

2) Yep. No hassles. :) You can switch out of it quickly using the graphics tab in LNP. If you want I can provide moving and non-moving versions, in case some players find it too distracting or if it affects some people's FPS (it doesn't affect mine, but you never know).
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: PeridexisErrant on July 23, 2013, 06:31:11 pm
I basically update whenever there's more to update than just minor tweaks, so pretty soon?  I've got enough now, but I'll hold off until obsidian 0.8 ;-)

No hassles is good, I'd just go for the moving edition anyway so no worries there - but including the unit graphics would be cool even if they don't get used.  Might as well, right?
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on July 23, 2013, 09:07:37 pm
Nah, I meant my current version (which will be 0.8 I guess) does not have a complete kobold/goblin/human/elf civilian set yet (because I haven't made them yet, heh). Although they do have graphics of course, but only for those actually used ingame in fortress mode (i.e. soldiers, merchants, traders, etc.) The same situation as Phoebus' actually.

But yes, this version has the updated dwarves I've posted above, as well as grass movement, and various small changes to the main tileset (mostly about making plants blend in better with each other, with less obtrusive grass variation).

Anyway, just wait up for a few day. ;) I'll start packing up this version for release tonight.
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: PeridexisErrant on July 23, 2013, 09:24:03 pm
All cool, r27 will follow closely behind Obsidian 0.8 - I happen to have unusually good upload speed where I am atm, so I'll send up r26 and update again soon. 
Title: Re: Obsidian Graphics Set (Updated 11/6/2013 - v0.7 Alpha) - Now with GRASS!
Post by: Obsidian Soul on July 24, 2013, 07:41:51 am
Ok, 0.8 is up. :) Just grab it whenever you're ready for the next LNP release.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Hugo_The_Dwarf on July 24, 2013, 11:52:49 am
man that grass looks amazing
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: PeridexisErrant on July 24, 2013, 06:43:42 pm
Got it.  I've done my usual discard and replace for init and d_init, just to keep the default settings consistent across packs - that's actually an issue that really needs to be addressed in the way the LNP switches graphics. 

r27 of my LNP will likely be out later today when I get decent internet - a whole different beast when we're talking about uploading 100MB to a non-interruptible site - so I'll see what else I can find in the mean time ;-)

Also:  everything looks awesome, but my god that grass...

Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 24, 2013, 07:55:11 pm
Ach in my rush I forgot. You may want to check on the aquifers. I play with aquifers manually turned off but keep a backup of the default aquifer settings in the raws. I think I packed them up as well instead of renaming them. It might interfere with the default of LNP.

I also mistakenly uploaded the wong main tileset preview in the first post (though it's the correct one in the pack itself). I don't think I've changed anything in d_init and init though. At least not anything important so that probably won't be a problem.

I also seem to recall I was experimenting with animating staring eyeballs to mimic how it looks like in ASCII a while ago using this version. The problem is I'm not sure if I finished that before I got distracted by RL. LOL. I do have problems finding biomes with them, so if anyone runs across weird behavior of staring eyeballs in evil biomes, do scream out and slap me. It would totally be my fault.  Also so I can fix it. Also if there are any weirdness in any biomes at all, some feedback would be nice.

That's it I think. And thanks.both of you :) My internet also sucks so my condolences Peridexis. :P I'll put up the links to your LNP in the first post once it's up. Also, milo, should I add the Rubble link as well? Though given that it only works for the main tileset, I dunno if I should. My main tileset doesn't exactly match that of the others, so it might result in weird bugs.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on July 24, 2013, 09:09:19 pm
A trick I use to make good/evil grass show up more often:

I only have 1 normal grass. With 1 good grass, you have a 50/50 chance to have a good biome with the fancy good grass. But if you copy your good grass 10 times, keep the name the same, just add a _1 _2 ... _10 at the ID, then you have a 10:1 chance that a good biome will have the fancy good grass.

I wouldnt recommend this for plants/trees, because the total amount will rise and you will have way too many of them, changing the game balance. But grass is limited to one grass per tile, and you cant do anything with it. So simply change the color.

Good/Evil biomes sadly only work on the surface, so differently designed good/evil caverns wont work atm.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: sackhead on July 24, 2013, 09:15:48 pm
hi i have made the df from scratch project compatible with your tileset (http://www.bay12forums.com/smf/index.php?topic=127552.945)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 24, 2013, 09:41:11 pm
Meph, thanks. Though I'd really rather test plants in their natural biomes so I can see how well they mesh in with the other plants native to it. But that sounds nifty if ever I want to mass test something quickly. Hopefully though, I DID finish it. That would save me the trouble of backtracking, heh.

And sackhead, that looks like fun. Weird grass though. Gray and black. Are those custom plants? ... or did I mistakenly make certain grass species black?  :o
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: fricy on July 25, 2013, 02:10:06 pm
@Obsidian Soul
PTW, and letting you know that your tileset is included in the MacNewbie pack as well. Magnificent artwork, thank you!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Hugo_The_Dwarf on July 25, 2013, 02:25:05 pm
Meph, thanks. Though I'd really rather test plants in their natural biomes so I can see how well they mesh in with the other plants native to it. But that sounds nifty if ever I want to mass test something quickly. Hopefully though, I DID finish it. That would save me the trouble of backtracking, heh.

And sackhead, that looks like fun. Weird grass though. Gray and black. Are those custom plants? ... or did I mistakenly make certain grass species black?  :o

It's a DF from Scratch so for sure it's custom grass :P
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: milo christiansen on July 26, 2013, 12:01:51 pm
About the Rubble link: Don't bother, I'll just add an a link to the Rubble and Better Dorf threads next time I update :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 27, 2013, 02:49:04 pm
PTW, and letting you know that your tileset is included in the MacNewbie pack as well. Magnificent artwork, thank you!

Thanks. I've added it to the front page along with instructions for LNP. :) As I'm obviously not a Mac user, tell me if there's anything wrong with the instructions, heh.

It's a DF from Scratch so for sure it's custom grass :P

Can't help but worry, this was a rushed release after all. ^^

About the Rubble link: Don't bother, I'll just add an a link to the Rubble and Better Dorf threads next time I update :)

Aight, thanks. :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: PeridexisErrant on July 27, 2013, 03:32:41 pm
I'm pleased to announce that this is now in my LNP and unlikely to leave any time soon. Thanks!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 27, 2013, 05:29:15 pm
Great!  :) Thanks.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: RoguelikesESP on August 20, 2013, 12:59:12 pm
Excellent tile, i really love it! GOOD WORK MAH' HOMMY
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on August 20, 2013, 01:39:13 pm
Random question: Are there any changes in the tile-numbers? I know you started with Phoebus as a base, did you mod the raws as well? And if yes, is there a list of the changes?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Hugo_The_Dwarf on August 20, 2013, 04:31:52 pm
all the tile changes in the raws are identical to phoebus as best to my knowledge I know I use the same filters for Phoebus, Obsidian, and Spacefox.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on August 20, 2013, 07:20:44 pm
Actually no. They've been changed.

First are the folders of course. The txt files in the raw/graphics folders for dwarves, elves, goblins, and kobolds have been changed to point to the obsidian folder. There are also some minor changes as to which tile is used for what dwarf profession, but I can't remember which (manager I think? and some nobles?)

Secondly and most importantly, the plant_grasses.txt and plant_standard.txt in raw/objects have all been changed to point to different tiles and display different behavior (moving grass). They're completely different from Phoebus' and the default.

Lastly, the colors.txt is a custom one. I think it's mostly based on one on the wiki, but I adjusted the brown based on Ironhands' brown, iirc.

That's all I can recall atm. Sorry I can't be any more specific, I didn't list them as I changed them. :(

EDIT: Oh tile numbers. Like Hugo said, I think it's mostly Phoebus'. That is, except for the plants.
EDITx2: And thank you, RoguelikeESP :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on August 21, 2013, 03:15:32 am
Yeah, the colorscheme I can simply replace, and the sprites (creatures use sprites, not tiles) are the same, just replace them. But the raws I cant replace, because I modded them. So I need to make a new set of raws once I add your tileset to the mod. Not too much work, I can use BeyondCompare for that. :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Ironlion on August 24, 2013, 04:27:21 am
I just tried this one out; and I've stuck with Phoebus for quite a long time now...and this graphics set really is the first one that actually made me think of switching over. 

It still lacks some of the refinements that make Phoebus really great (like that configuration utility), but I love the artistic style and how pretty it is; the colors and style feel more consistent and unified in this theme. 

You've done great work here, Obsidian.  I'd love to see what you do with this going forward.  Are you considering changing/improving some of the unit tilesets?  (animals, creatures, etc.)   

In fact, the only thing that I feel this really lacks compared to phoebus is the stars on the ore textures;  that is so useful for quick identification of ore veins when digging. 
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on August 24, 2013, 08:07:35 pm
Thank you. :)

Regarding the ores, I actually specifically retained that look since I found it immensely useful too. Rock that contain metal ores do still have "star"-like bits in them (one or two, depending on how rich the deposit is, same as in Phoebus) that give the overall impression of glinting metal once they receive the color of their respective metals (silver, gold, copper, etc.) However, unlike Phoebus', they aren't arranged regularly and centered. They are staggered to give a more "organic" appearance to bare rock walls. Same with the gem deposits, which also have a somewhat randomly arranged but still sized according to how rich the deposit is, with tetrahedral "crystals".

If it's not showing up for you (and if you're using LNP) try setting graphics back to default then back to Obsidian again, that might fix it. Tiles don't sometimes apply correctly in my experience, if you're switching between two sets directly which changed different tiles.

And yes, I plan to do all the animals and creatures as well (I've already done it for some, IIRC eagles, ravens, keas, and albatrosses), but I'm putting it off for now until the next version of the main client is here. I also still need to complete the goblin, kobold, and elf tiles as well. But again, next version. I'm already worried about how the multi-tile trees will affect the existing graphics sets. :/

As for Pheobus' ulilities, I can't code, LOL, so I'm afraid that won't be happening ever. :P Anyway, thanks again.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: thepodger on August 30, 2013, 07:54:31 pm
Hands down my new favorite tileset.  Outstanding work!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Clatch on September 05, 2013, 04:58:07 pm
Just about every screen that annoyed me before in some of the other tile sets I've used is eye candy with this set.  I'm really amazed at how well the different screens flow together - even during world creation.  I really love the font you've chose for the text and numbers.

This whole set reminds me of my first experience with listening to Dark Side of the Moon in sync with Wizard of Oz.  The record repeated two and half times, but the music still fit each spot in the movie perfectly.

Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on September 05, 2013, 06:18:29 pm
Thank you both. :) And re:Wizard of Oz, lol, I read about that in Cracked. Haven't tried it though.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Clatch on September 06, 2013, 01:08:06 am
Thank you both. :) And re:Wizard of Oz, lol, I read about that in Cracked. Haven't tried it though.

Well that was years ago with a cassette deck and a VCR.  https://www.youtube.com/watch?v=0gXvVUg-VAE (https://www.youtube.com/watch?v=0gXvVUg-VAE) How times have changed. :P

Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Seluin on September 12, 2013, 12:06:53 pm
I love the look of this set, but for some reason I can't get the dwarves to show up properly like I see in the screenshots. They all show up grey and hard to distinguish from the background. Did I install incorrectly? :/
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on September 14, 2013, 05:03:47 am
I love the look of this set, but for some reason I can't get the dwarves to show up properly like I see in the screenshots. They all show up grey and hard to distinguish from the background. Did I install incorrectly? :/

Hey Seluin, sorry for the late reply. Can you post a screenshot? Are the dwarves actually my dwarves or the default ASCII ones? i.e. Are they smiley face icons?

If so, try this: go to you Dwarf Fortress install folder, find the folder data then save then the folder name of your current savegame (e.g. region1). Open it and you should see that each individual savegame folder actually have their own raw folders , each with a folder for graphics and objects. Overwrite these two with the folders from my own graphics set (BACK THEM UP FIRST), and see if it helps.

Also check the init folder in the main install directory and find the file init.txt. Open it in a text editor and make sure that it's [GRAPHICS:YES] not [GRAPHICS:NO].

If that doesn't work, try using the LazyNewbPack (Or MNP if you're on Mac) linked in the first page of this thread and activate my graphics set from its choices instead of manually patching it. LNP and MNP automatically updates the graphics for the savegames as well.

Also Clatch, I just watched the entire thing. And yep, it's kind of eerie how they all match up so well, heh. Even the lyrics sometimes describe what they are actually doing onscreen.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: King Mir on November 19, 2013, 04:22:51 pm
I tried this out, and what looked odd to me was that natural walls seamlessly tile vertically, but not horizontally. Another thing that's odd is the default black tile for open cavern space looks kind of like a floor.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on November 19, 2013, 06:04:23 pm
Which wall? Because as far as I know, they do tile horizontally as well, though given that I opted for a non-symmetrical details on each natural wall tile, they will unavoidably appear to be "patterns" in large enough agreggations.

And hmmm. Yeah the open cavern space does appear to be the same tile as grass, though very dark. I didn't notice that before. I'll fix it on the next release of the client.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Nyxalinth on December 02, 2013, 11:02:49 am
I love this.  I always experiment with new sets, and I found your through LNP.  It is my new favorite now!  Also, I love your trade depot and entry way set up.  Very pretty and practical.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on December 03, 2013, 01:23:54 am
I love this.  I always experiment with new sets, and I found your through LNP.  It is my new favorite now!  Also, I love your trade depot and entry way set up.  Very pretty and practical.

Thank you. :) And yep my gates (especially the one in the circular fortress, which is actually underground) haven't failed me yet. Sieges don't even usually get past the first lock before most of them are either dead or captured in cage traps. It has the added advantage of letting wagons in, keeping them safe, and continuing trading even during sieges.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Trickman on January 29, 2014, 06:01:19 am
Awesome tileset...

(http://i.imgur.com/YmYaK7u.png)
... But why the two penises in that image? I can't un-see them.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on February 06, 2014, 02:38:52 pm
Awesome tileset...

... But why the two penises in that image? I can't un-see them.

LOL, those were supposed to be two dead trees beside a river starting overflow with blood. I used the same branching pattern tipped with differently colored columns (usually olivine) to depict trees in my catacombs.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Trickman on February 24, 2014, 03:40:58 pm
LOL, those were supposed to be two dead trees beside a river starting overflow with blood. I used the same branching pattern tipped with differently colored columns (usually olivine) to depict trees in my catacombs.
I meant the two chunks of wall just at each side of the title, but damn :o

Anyways, great tileset. I've been using it lately!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: PeridexisErrant on June 12, 2014, 07:26:19 pm
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: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on June 29, 2014, 11:46:02 pm
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

Wow! Ok, I'm *very* interested. :D Will read up on it and see if I can put together a pack that actually uses unique tiles. Might take a while, as I haven't touched it in a long time (haven't played DF for a bit). And I'm not very good at the coding part.

Thank you. And thanks to Meph as well who also gave me a heads up on it. Will see what I can do, but no promises.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: PeridexisErrant on June 30, 2014, 02:47:11 am
http://www.bay12forums.com/smf/index.php?topic=139579

See also the full example here.

Edit@fricy:  yes, yes I did.  Small mobile screens...
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: fricy on June 30, 2014, 03:01:27 am
http://www.bay12forums.com/smf/index.php?topic=13957
See also the full example here.
I think you wanted: http://www.bay12forums.com/smf/index.php?topic=139579
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Evaris on July 08, 2014, 09:35:38 am
Well I don't think I've said this yet, but your graphics set is the best in my opinion.  I am highly looking forward to the DF 2014 version whenever it may come.  (especially should it come with the text bit)

Though out of a point of curiosity, do you plan to release a higher resolution version of the tileset at any point in the future? 
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 08, 2014, 06:28:09 pm
Well I don't think I've said this yet, but your graphics set is the best in my opinion.  I am highly looking forward to the DF 2014 version whenever it may come.  (especially should it come with the text bit)

Though out of a point of curiosity, do you plan to release a higher resolution version of the tileset at any point in the future?

Thank you. :) It's still the usual chaos after a release though, and I'm afraid I can't make a new version yet until the dust settles. I'm really not very good at coding, so I'd be lost without some of the more established mods paving the way for me. Which tiles need to be changed, which needs new tiles, new raws, etc. Not to mention the essentials haven't yet been updated of courser - the LNPs, dfhack, Dwarf Therapist, the sound pack, etc. and the bugs that have yet to be squashed.

As for higher res, I dunno. Does it still affect the zoom? I'd like to, but when I tried before I could not zoom in as close as I wanted to.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: CLA on July 08, 2014, 06:55:40 pm
Which tiles need to be changed, which needs new tiles, new raws, etc

Not too much that has changed actually.

There are leaves (tile#249, #059-semicolon, and #172-¼), branches/trunks ("wall" and "river" tiles as well as the animaltrap/low mountain symbol #127 and capital 'O' #79). They can all be changed in d_init.txt
#15 or #42 (not too sure) is used for a few more things (armies moving on the quick travel map in adventure mode, and stuff like chestnuts and seed pods on trees), and #5 is used as flower symbol.

As long as the leaves and flowers look reasonably leave- and flower-like respectively you don't need to do much updating.
I don't know how much you changed, but the only raw file you can't reuse from your 34.11 release is plants.txt or whatever it's called. Otherwise you just have to edit d_init.txt and you should be done.

Oh and all the tree tiles are now only used on the maps.

Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Evaris on July 08, 2014, 10:53:46 pm
Well I don't think I've said this yet, but your graphics set is the best in my opinion.  I am highly looking forward to the DF 2014 version whenever it may come.  (especially should it come with the text bit)

Though out of a point of curiosity, do you plan to release a higher resolution version of the tileset at any point in the future?

Thank you. :) It's still the usual chaos after a release though, and I'm afraid I can't make a new version yet until the dust settles. I'm really not very good at coding, so I'd be lost without some of the more established mods paving the way for me. Which tiles need to be changed, which needs new tiles, new raws, etc. Not to mention the essentials haven't yet been updated of courser - the LNPs, dfhack, Dwarf Therapist, the sound pack, etc. and the bugs that have yet to be squashed.

As for higher res, I dunno. Does it still affect the zoom? I'd like to, but when I tried before I could not zoom in as close as I wanted to.

Well as-is I've been running obsidian as usual while doing testing on my Orichalcum mod for the new release.  (as-is, pre bugfixes and the like of course.)  So I know everything is working - and as-is what I've seen is most of the tiles are okay, just grasses / stone floors aren't appearing varied like they used to, tree trunks are hard to see defined from everything else, (they just blend in with the landscape too much IMO) and flowers could look more flowery, though I'm not sure that will be a real issue as they still appear decently.

As for high res, well it does, but I'm using a rather high res monitor so a high-res tileset would be nice.  I think Meph is on the right track with his decision of 24x24/48x48, but that's me.  I just don't like the style, which Obsidian wins hands-down for DF on. 


Oh, and I guess I should have clarified before on my question on the "text bit", will the next, or a future release of obsidian support the Text Will Be Text add-on? 

Sorry for all the questions ^^'
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mangulwort on July 13, 2014, 10:56:54 pm
When I was using this I generated 60 worlds and no goblins were in any of them. Might need to investigate that.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: NullForceOmega on July 16, 2014, 04:10:58 pm
That's a vanilla problem mangul.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: palu on July 18, 2014, 02:02:03 pm
Is there a 40.03 version yet?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 19, 2014, 05:18:28 pm
Which tiles need to be changed, which needs new tiles, new raws, etc

Not too much that has changed actually.

There are leaves (tile#249, #059-semicolon, and #172-¼), branches/trunks ("wall" and "river" tiles as well as the animaltrap/low mountain symbol #127 and capital 'O' #79). They can all be changed in d_init.txt
#15 or #42 (not too sure) is used for a few more things (armies moving on the quick travel map in adventure mode, and stuff like chestnuts and seed pods on trees), and #5 is used as flower symbol.

As long as the leaves and flowers look reasonably leave- and flower-like respectively you don't need to do much updating.
I don't know how much you changed, but the only raw file you can't reuse from your 34.11 release is plants.txt or whatever it's called. Otherwise you just have to edit d_init.txt and you should be done.

Oh and all the tree tiles are now only used on the maps.

Thank you! :) But hmmm. A big part of my set is the grass and that actually requires some changes to plants.txt. Might have some problems with that.

And sorry folks, no 40.xx yet. It will take me a while to slog through it. I also want to make use of the Text Will Be Text plugin but I don't know if that's supported yet (I don't know if it supports BG/FG as well). Too many things unstable right now and I haven't played DF for a long while. :/ A 24x24 version will have to wait even longer, LOL. I literally have to relearn everything at the moment.

EDIT: And oh yeah, the goblin error is not mine. Either you disabled invasions, spawned on unconnected islands, or it's a bug in 40.xx

Hm. I think it might be better if I made my graphics set higher res then scale down if needed, as Meph's thread  http://www.bay12forums.com/smf/index.php?topic=140794.0 (http://www.bay12forums.com/smf/index.php?topic=140794.0) implies it can be done.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on July 19, 2014, 06:04:01 pm
Quote
I think it might be better if I made my graphics set higher res then scale down if needed, as Meph's thread  http://www.bay12forums.com/smf/index.php?topic=140794.0 implies it can be done.
That being said, I havent managed to find a 64x graphic thats still recognizeable when scaled down to 16x.  ;)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 20, 2014, 02:49:21 am
Trudat. :[ Oh well.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on July 20, 2014, 03:15:52 am
But with Twbt, you can play with 32x or 48x even on smaller screens. There is no 80-tile hardcoded limit. :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: roqi on August 11, 2014, 05:08:54 pm
Hey, I dug up my dusty account just to let you know I've been using your tileset with DF 2014 no problem. It took some fiddling, but this is all you have to do to make Obsidian work with .08.

@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that. :P


Okay so here's how:

First, paste the Obsidian Raw folder into your freshly downloaded DF.

Open the Data folder and paste in the Art folder from Obsidian.

Open the Init folder and copy the colors.txt. Do not copy the inits! Instead, edit them as follows.


1. Pop open init.txt, find this bit, and change whatever is necessary so that it looks like this. Or just copy over it carefully.

Code: [Select]
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.

[WINDOWEDX:800]
[WINDOWEDY:400]
[FONT:Obsidian_16x16.png]

You may disable window resizing if you wish.
[RESIZABLE:YES]

Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Obsidian_16x16.png]

If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:YES]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1350]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:Obsidian_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Obsidian_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]



2. Now, it should look be working. Create a world and embark. By default, the tree trunks appear as brown O's. To change this, pop open the d_init again and find this:

Code: [Select]
[TREE_CAP_PILLAR:'O']
[TREE_CAP_PILLAR_DEAD:'O']

And replace with this:

Code: [Select]
[TREE_TRUNK_PILLAR:79]
[TREE_TRUNK_PILLAR_DEAD:79]

This will make tree trunks appear like the well tile. Looks better, in my opinion. You can replace the tile with some other one too, if you want, by opening the tileset picture and comparing it with http://dwarffortresswiki.org/index.php/DF2014:Tilesets to figure out the right number.


3. At all times, make sure this in the d_init.txt file

Code: [Select]
[VARIED_GROUND_TILES:NO]
is set to

Code: [Select]
[VARIED_GROUND_TILES:YES]
On this depends whether the grass and ground look as intended.


And that's it, yer done.

Thanks for creating this tileset, I adore it so much. I really wish it had diagonal walls though.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Evaris on August 11, 2014, 07:51:26 pm

@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that. :P


I haven't had any problems aside from trees looking better in Phoebus right now and the grass not animating.   :-\  Not sure where you got the idea I was having problems.  (Unless the init bit would cause the grass not to animate?)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: roqi on August 12, 2014, 09:56:50 am

@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that. :P


I haven't had any problems aside from trees looking better in Phoebus right now and the grass not animating.   :-\  Not sure where you got the idea I was having problems.  (Unless the init bit would cause the grass not to animate?)

Those are exactly the problems I meant though. Copying the init over made the tree trunk use the ground tile instead of O, and the VARIED_GROUND_TILES being set to NO in the copied init made grass ugly.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Evaris on August 12, 2014, 10:48:47 am

@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that. :P


I haven't had any problems aside from trees looking better in Phoebus right now and the grass not animating.   :-\  Not sure where you got the idea I was having problems.  (Unless the init bit would cause the grass not to animate?)

Those are exactly the problems I meant though. Copying the init over made the tree trunk use the ground tile instead of O, and the VARIED_GROUND_TILES being set to NO in the copied init made grass ugly.

The tree trunks weren't using ground tiles, just that the tree trunks aren't a unique tree-trunk looking tile like in Phoebus. 
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Xerberus on August 22, 2014, 10:37:07 am
another great tileset which delivers a nice grim tone to the world....which is quite harsh with all the baddies wanting a bite from the dwarves :).

hope this gets some updates :).
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: ratherBcoding on September 04, 2014, 03:20:35 pm
Great tileset! Thanks!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Taffer on September 04, 2014, 04:22:04 pm
Hey, I dug up my dusty account just to let you know I've been using your tileset with DF 2014 no problem. It took some fiddling, but this is all you have to do to make Obsidian work with .08.

You'll need to do far more than just this to update things. Look inside the raw/objects folder in the Obsidian download and you'll see all of the game's raws there. Most (if not all) of them were updated for the new Dwarf Fortress version. I'm not certain what changes Obsidian made to the raw files, but you're much better off using DF 2014's raw files than Obsidian's DF 2012's raw files. The raw/graphics files are necessary and should be fine to use with the new version.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on September 04, 2014, 05:24:13 pm
Obsidian uses Phoebus as base, with changes to plants/grasses only.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Taffer on September 04, 2014, 06:27:00 pm
Obsidian uses Phoebus as base, with changes to plants/grasses only.

I'm not certain why the Obsidian patch download includes all of the other raws if they're unchanged. It's definitely preferable to use DF 2014 raws then until Obsidian is properly updated.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on September 05, 2014, 12:58:51 am
It includes the other raws, because it uses Phoebus raws, which by themselves change almost all inorganics, plants and vermin. Since this patch is supposed to be used on vanilla DF, Obsidian had to include them as well. If you would download Phoebus and patch it to Obsidian, the changes would be much smaller.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: fricy on September 05, 2014, 07:17:50 am
Obsidian uses Phoebus as base, with changes to plants/grasses only.
Thx for the tip, I patched Obsidian 0.8 based on Phoebus.
Unofficial Obsidian 40.11 pack (https://github.com/fricy/Obsidian/releases)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: lewinthistle on October 22, 2014, 07:31:39 pm
The "Unofficial 40.11" patch worked for me in 40.13 LNP.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: LeoCean on October 22, 2014, 11:49:48 pm
Yes there isn't anything that is to important in those patches besides in the .exe itself.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on December 26, 2014, 11:31:25 pm
Hi all again. Sorry for the silence. First off, thank you very much to the guys who updated the set for the newer builds. I couldn't do so myself because I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.

Here's a preview of the upgraded peasant dorf:
(http://i.imgur.com/jVMs3Ul.png)

Oh and if I recall correctly, the only raws I changed (not counting the Phoebus raws), are the plants, grasses, and aquifer files. Not sure though, it's been so long.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: HaterSkater on December 26, 2014, 11:53:29 pm
Hi all again. Sorry for the silence. First off, thank you very much to the guys who updated the set for the newer builds. I couldn't do so myself because I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.

Here's a preview of the upgraded peasant dorf:
(http://i.imgur.com/jVMs3Ul.png)

Oh and if I recall correctly, the only raws I changed (not counting the Phoebus raws), are the plants, grasses, and aquifer files. Not sure though, it's been so long.

Cool
PTW
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on December 27, 2014, 12:31:45 am
Cool
PTW

OT: I haven't seen your tileset before. It's frikkin' gorgeous! :D
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: StagnantSoul on December 27, 2014, 12:33:29 am
...My soul is better than yours!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on December 27, 2014, 12:42:06 am
...My soul is better than yours!

....Adamantine? D:
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Vanst7 on December 27, 2014, 09:46:13 am
Hi all again. Sorry for the silence. First off, thank you very much to the guys who updated the set for the newer builds. I couldn't do so myself because I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.

Here's a preview of the upgraded peasant dorf:
(http://i.imgur.com/jVMs3Ul.png)

Oh and if I recall correctly, the only raws I changed (not counting the Phoebus raws), are the plants, grasses, and aquifer files. Not sure though, it's been so long.

Great! Can't wait to see more of it!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on December 31, 2014, 02:14:36 am
Some more. Just gauging how the major sentient creatures should look like. I shortened the dwarves a bit to make them more distinguishable from humans. Left to right: dwarf, kobold, goblin, elf, human, troll:
(http://i.imgur.com/DiyfltH.png)(http://i.imgur.com/peECWgj.png)(http://i.imgur.com/Fwr4JJu.png)(http://i.imgur.com/9x70Ipy.png)(http://i.imgur.com/z8uMjmk.png)(http://i.imgur.com/kVFk4ku.png)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on December 31, 2014, 05:34:53 am
Some more. Just gauging how the major sentient creatures should look like. I shortened the dwarves a bit to make them more distinguishable from humans. Left to right: dwarf, kobold, goblin, elf, human, troll:
(http://i.imgur.com/DiyfltH.png)(http://i.imgur.com/peECWgj.png)(http://i.imgur.com/Fwr4JJu.png)(http://i.imgur.com/9x70Ipy.png)(http://i.imgur.com/z8uMjmk.png)(http://i.imgur.com/kVFk4ku.png)
Neat :)

The troll should probably be a bit more green-ish, the sprite looks a bit like a Yeti. At least thats what I wanted to say, based on the sprites from Phoebus that I'm used to, he uses green trolls. Checked the raws, its actually grey and white for troll fur. The more you know, mh.  :o

So... yeah, your troll is right on track. :D
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: fricy on December 31, 2014, 06:40:26 am
I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.
Super neat!
Just an FYI: There's a bug in twbt (https://github.com/mifki/df-twbt/issues/18) with the animated grasses, so my advice is to not use tile 0 until it's fixed. Any tips where I could remap tile 0? I'm not sure about 39, 44, 46...
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on December 31, 2014, 07:05:18 am
@Meph The trolls used by Phoebus is by sphr, IIRC. And yep they're actually white and gray and furry. I've always imagined trolls to be something like giant killer sheep, since goblins actually shear them and use the hair for weaving most of their clothing. Yetis don't have horns or tusks so I think it'd be easy to tell them apart. And yeah, I'm basing the appearances on their actual descriptions and raws (hence red goblin eyes, yellow kobold eyes). Though I compromised for a bit with kobolds, since I do prefer the furry canine cutebold-look rather than the reptilian DnD kobold or the folkloric gremlinish kobold.

@fricy Hm. For the current (old) release? I don't really remember anymore, LOL. Honestly, I haven't played Dwarf Fortress for more than a year (entered a competition in the meantime), and still haven't played it yet. I'm focusing on completing the graphics before I delve into inserting them into the game. I've forgotten quite a lot about it. :[

But... since the old version doesn't need TWBT, it shouldn't require it yet. Hope it can be fixed though, and thanks for noting it.

With the one I'm working on however, I think moving a lot of things to overrides would free up a lot of tiles in the main tileset for the moving grass and other things. So that hopefully won't be a problem. It's exciting to think of what else they can be used for.

EDIT: On checking...
39 is used for demons, I think, not sure if implemented in game or been replaced by creature graphics, might be free;
44 is floor with engravings, so not free;
46 is used for twirling animation and for arrows in flight I think. I think that's hardcoded, so not free.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: fricy on December 31, 2014, 07:46:12 am
@fricy Hm. For the current (old) release? I don't really remember anymore, LOL. Honestly, I haven't played Dwarf Fortress for more than a year (entered a competition in the meantime), and still haven't played it yet. I'm focusing on completing the graphics before I delve into inserting them into the game. I've forgotten quite a lot about it. :[
No worries, I expected something like that, lol.
Quote
But... since the old version doesn't need TWBT, it shouldn't require it yet. Hope it can be fixed though, and thanks for noting it.
EDIT: On checking...
39 is used for demons, I think, not sure if implemented in game or been replaced by creature graphics, might be free;
Thx, I'll try to find some time to investigate if tile 39 is ok. It should only be a temp. fix anyway, bugfix should be easy once mifki can focus on dealing with some outstanding issues with the plugin.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on December 31, 2014, 07:51:06 am
Could I ask you to make a few (~5) sprites for creatures that dont exist in vanilla DF, but in MasterworkDF ? I really like how they look, and if I use your twbt set once its done in the mod, it will look odd, because some civs don't fit the graphic style.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on December 31, 2014, 06:52:08 pm
@fricy Yeah and I don't recall seeing "&" ingame ever. Thank you. :)

@Meph Sure. But it has to be afterwards heh. Still have hundreds of tiles to slog through ;D

And happy new year! :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 02, 2015, 06:03:50 am
Progress:
(http://i.imgur.com/ZfA4H7G.png)
row 1
dwarf, elf, human, quiver, ammo1, ammo2, necklace, earrings, swordsdwarf, armor rack, shield1, shield2, helm, woodpile, bars, backpack, cage1, cage2, bin2, bin1, tanned skin, crutches, instrument, slab, cabinet, ring
row 2
kobold, goblin, troll, archery target, anvil, quern, ash, barrel, bucket, master wrestler, armor, gloves, boots, pants, block, boulder, well, book2, book1, egg, cheese, web, coffin1, coffin2, chair, table

Note: barrel and bucket are taken from opengameart.org (CC-BY-SA) with minor modifications, since they fit almost perfectly as is. Two or more versions of the same things are also present, since I'm not sure which look better. Modified goblin and kobold heads a bit.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: DragonDePlatino on January 02, 2015, 06:59:47 pm
Ohh! These are some really nice graphics! I love how you made the shoes stand out by giving them some strong highlights. The designs are pretty nice as well, with a lot of contrast between them.

But if I could give one suggestion...there's a bit of style clashing here. Your characters have sharp 1-pixel outlines and conservative color usage, but some objects (like the target) look like you took larger images and downscaled them. If you're going to do that, I would suggest using nearest-neighbor interpolation to keep their sharpness. That, or posterize the colors of all of your graphics to unify them a bit better.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 02, 2015, 09:42:08 pm
But if I could give one suggestion...there's a bit of style clashing here. Your characters have sharp 1-pixel outlines and conservative color usage, but some objects (like the target) look like you took larger images and downscaled them. If you're going to do that, I would suggest using nearest-neighbor interpolation to keep their sharpness. That, or posterize the colors of all of your graphics to unify them a bit better.

Oooh. So that's what posterize does. :o The target isn't actually resized though, but since circle-select isn't hard-edged, it results in fuzzy borders. Colors probably won't matter since the game will change those anyway (and I don't know how to use palettes effectively :-[). But I'll try to sharpen the borders of everything. Thanks! :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: SalmonGod on January 03, 2015, 01:40:34 pm
This is all looking fantastic.

I'm especially pleased that you're going for a larger resolution.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: detsuo04 on January 04, 2015, 03:11:03 pm
Im not sure why but using this tile set, even fallowing the manual install directions removes my "brew drink from plant" reaction from the still.  meaning that the game is unplayable.  i have been looking everywhere for a fix and asking around but so far i haven't got any answers on how to fix this.  anyone have any ideas?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 04, 2015, 08:13:39 pm
This is all looking fantastic. I'm especially pleased that you're going for a larger resolution.

Thanks. :)

Im not sure why but using this tile set, even fallowing the manual install directions removes my "brew drink from plant" reaction from the still.  meaning that the game is unplayable.  i have been looking everywhere for a fix and asking around but so far i haven't got any answers on how to fix this.  anyone have any ideas?

The manual install doesn't work anymore for the newest Dwarf Fortress version. You should use the unofficial update. I have changed the first post to link them.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 05, 2015, 06:45:24 am
Some more adjustments and tiles. Finally happy with kobold and goblin details.
(http://i.imgur.com/ck9C1Ii.png)
row 1
dwarf, elf, human, quiver, ammo1, ammo2, necklace, earrings, swordsdwarf, armor rack, thread, shield, helm, woodpile, bars, backpack, cage, prepared food, glob (fat, tallow, etc.), bin, tanned skin, crutches, instrument, slab, cabinet, statue, bracelet, cloth, traction bench, animal trap, ring
row 2
kobold, goblin, troll, archery target, anvil, quern, ash, barrel, bucket, master wrestler, armor, gloves, boots, pants, block, boulder, well, toy, book, egg, cheese, web, coffin1, coffin2, chair, table, meat, chain, bed, crown, figurine
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on January 05, 2015, 01:00:25 pm
You are a pixel-magician. They look fantastic. They do have a lot of color though, did you test them ingame? If the game applies "dark grey" for steel over your already dark grey armor, it might be hard to see.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 06, 2015, 09:23:20 am
You are a pixel-magician. They look fantastic. They do have a lot of color though, did you test them ingame? If the game applies "dark grey" for steel over your already dark grey armor, it might be hard to see.

Thanks. :) The colors are the "ideal" target look, and they will certainly still need to be adjusted before getting them ingame (along with transparencies and backgrounds). And nope, haven't tested anything yet.

I still don't understand how the overrides actually will work, but I'll come to that when I have all the graphics done. I think mifki implemented color overrides as well.

Speaking of TWBT, have you had much luck with your experiments? I'm curious about the building sets in particular. Are fully unique tiles for each building possible or do they still share tiles? I'm wondering how I should tackle things like siege engines or workshops. Not to mention tree leaves and how they differ for different species (pine vs. palm vs. mahogany, for example).

But yeah, one thing at a time. As I've said before, I really am not very good at the coding part.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: fricy on January 06, 2015, 10:16:20 am
I still don't understand how the overrides actually will work, but I'll come to that when I have all the graphics done. I think mifki implemented color overrides as well.

Speaking of TWBT, have you had much luck with your experiments? I'm curious about the building sets in particular. Are fully unique tiles for each building possible or do they still share tiles? I'm wondering how I should tackle things like siege engines or workshops. Not to mention tree leaves and how they differ for different species (pine vs. palm vs. mahogany, for example).

Sapcefox workshop override examples:

(http://i.imgur.com/0ndgePY.png)

Here you can find this config (https://github.com/fricy/Spacefox/blob/master/data/init/overrides.txt) to use as a template.

Color overrides are possible, you have to experiment to see what works, in the illustration lower right tile is colored.

Unique workshop tiles are also possible wherever you can target the tile in question. I don't know what happens with the "empty tiles" (eg. upper left tile in illustration), I think you can target those with 0, but I think that'll also target all the other empty tiles too.
Haven't messed around with siege engines, but they are in the building list, so shouldn't be any problems. As you can see you can distinguish between magma and regular smelters, but (sadly) not between magma and regular kilns and glass furnaces.

Another advice: you need to define most of the items twice in overrides: as items (in stockpiles) and as built items like beds, tables, etc. If you want, you can use different sprites for this purpose.
But pay attention that the item/building IDs and Type names are different most of the time, and case-sensitive.
eg: itemID: WEAPONRACK, itemType: WEAPONRACK, buildingID: WEAPON_RACK, buildingType: Weaponrack
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: HaterSkater on January 06, 2015, 10:24:32 am
You are a pixel-magician. They look fantastic. They do have a lot of color though, did you test them ingame? If the game applies "dark grey" for steel over your already dark grey armor, it might be hard to see.

Thanks. :) The colors are the "ideal" target look, and they will certainly still need to be adjusted before getting them ingame (along with transparencies and backgrounds). And nope, haven't tested anything yet.

I still don't understand how the overrides actually will work, but I'll come to that when I have all the graphics done. I think mifki implemented color overrides as well.

Speaking of TWBT, have you had much luck with your experiments? I'm curious about the building sets in particular. Are fully unique tiles for each building possible or do they still share tiles? I'm wondering how I should tackle things like siege engines or workshops. Not to mention tree leaves and how they differ for different species (pine vs. palm vs. mahogany, for example).

But yeah, one thing at a time. As I've said before, I really am not very good at the coding part.

Since you asking for TWBT info, here is what i know so far:
1. Current version of plugin allows you to have unique tiles for every building, but same tiles in same building will share same tile number if overridden
fricy already described it well

2. Tile numbers that become free to use after addition of TWBT support (for vanilla raws):
0, 18, 23, (24, 25, 26, 27 - good to use as ballista arrowhead, since other DFHack plugin actually uses them on map), 28, 29, 41, 56, 57, 81, 86, 113, 117, 121, 122, 129, 130, 131, 132, 133, 134, 136, 138, 139, 140, 141, 144, 151, 160, 161, 163, 166, 171, 226, 244, 245, 252, 255

3. Speaking about trees: If you want completely unique branches/twigs/etc. – assign them to default wall tiles and use overrides (considering, you are out of free tiles). Behaviour of leaves is quite strange. By default, leaves on tree use tile taken from d_init.txt (TREE_BRANCHES), but if you go to tree raws, you'll find [GROWTH:LEAVES] sections, containing line like [GROWTH_PRINT:0:6:2:0:0:ALL:1] (this taken from plant_new_trees/ABACA), where green numbers control colour (as usual), orange number controls tile of this particular growth taken as item (and i don't know how "take leaves as item" works), and red one controls it's tile while on a tree. Default value is 0, so game itself overrides it to TREE_BRANCHES tile from d_init (and that's quite unusual behaviour), but you are free to set any number you like.
Added: same works with flowers/fruits, with only difference is that usually they have tile different from 0
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 06, 2015, 11:39:59 am
A huge thanks, guys. This helps immensely! :)

I also meant more along the lines of unique buildings, rather than just tiles, i.e making multitile building sprites that only come together when they are built. Like this (example only):

(http://i.imgur.com/RdABswZ.jpg)

Similar to what meph did in incorporating those orc buildings (I think?) and dragon statues in his experiments. So does this mean that, e.g. if I change the graphic for one tile in the ore smelter, another workshop which also use that tile will also be changed, therefore making it impossible to create fully unique buildings? :(

That said, the news that leaves/growths can be set from raws and the fact that free items and built items can be set separately is very good news.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: HaterSkater on January 06, 2015, 12:12:30 pm
So does this mean that, e.g. if I change the graphic for one tile in the ore smelter, another workshop which also use that tile will also be changed, therefore making it impossible to create fully unique buildings? :(
I'll take mason workshop as example. It uses tile 177 (or 176, i can't recall) three times.
That means you can make override
[OVERRIDE:177:B:WORKSHOP_MASON:Workshop::<your tileset>:<your tile>:<new foreground>:<new background>*]
that will switch any tile #177 found in mason workshop (only in mason workshop! so you can use other overrides for other shops) to <your_tile>

But, unfortunately, you can not switch any of three #177 to three different tiles. For building overrides, you are allowed to change tile based on ID/type of building and tile number, but not on tile position

* As mifki said, you may skip these two, if you don't want to change colour. He made it this way for backward-compability
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 06, 2015, 12:23:51 pm
Ah. So it's still possible, just slightly limited by the tiles actually used per building. I think I understand now. My only real goal is to make the workshops look more coherent. Like they're all part of one building, rather than just a set of different tiles. I think I can still achieve that with part of the non-repeating tiles used. Should be enough. Thanks for the explanation. :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: DragonDePlatino on January 06, 2015, 01:14:35 pm
D'oh! You guys got me really excited talking about the custom buildings, but it seems it's still pretty limited. I drew up a quick example but finished it before the most recent posts.

(http://fc02.deviantart.net/fs70/f/2015/006/3/b/metalsmith_s_forge_by_dragondeplatino-d8cul2o.png)

But...if I can understand correctly, could something like this be possible if the metalsmith's forge were modded to use the tiles (1, 2, 3, 4, 5, 6, 7, 8, 9) instead of the tiles (31, 0, 0, 8, 0, 8, 0 229, 240)? I know it probably isn't possible to use any of those tiles in workshops, but the idea here is to make every tile of a building be unique and then create a unique graphic for each. It would break the graphics when viewed without graphics sets but you'd have a lot more creative freedom.

But yeah, even if none of this is possible, I'd just like to let you guys know there's a big demand for great utilities like TWBT. :D
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on January 06, 2015, 02:44:26 pm
He meant those: http://www.bay12forums.com/smf/index.php?topic=141608.0

Its possible to do for buildings that you can access in the raws. So for soapmaker and screw press for example, but not for all. All new modded buildings, yes. But unfortunately not for vanilla buildings.

They do look out of place in the otherwise tile-based world though. I made a few that look more fitting (http://www.bay12forums.com/smf/index.php?topic=141608.msg5531649#msg5531649) but I'm not sure if I'd go through the touble of doing each workshop like this. But then again you are a way better pixel artist :P

A note: Please ignore the instruction on how to do it. My thread is outdated and Mifki has changed how these building graphics work by now. Just look at the pretty pictures, ignore the text. ;)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on January 06, 2015, 03:58:42 pm
It seems it's time to implement proper overrides for standard buildings)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: DragonDePlatino on January 06, 2015, 04:21:41 pm
I CANNOT CONTAIN MY EXCITEMENT.

(http://i.imgur.com/l92fg3z.gif)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 06, 2015, 05:16:05 pm
Haha. That would be seriously awesome, mifki! And yep, DragonDePlatino, what I figured too. Each tile in a building as long as they're not repeated in the same building type, will be able to use a unique override. Tiles reused in the same building can still be overridden but will only use one tile graphic for for all of them (so in your example, the tiles using 0 and 8 will look the same for the same building). Correct me if I'm wrong on this. And Meph, yeah of course, my custom buildings will still aim first and foremost to fit with the rest of tiles exactly like what you did with merchant stalls (similar to how my statues already try to look like the dwarves in my current tiles).
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on January 06, 2015, 05:23:55 pm
Just a question from a modders perspective: Are you writing this new Twbt version based on your old raws, on phoebus raws (like you did when you started your own set), or on ascii raws?

I ask because its not necessary for you to change raw numbers anymore, if you can use Twbt instead. You might as well use Ascii or Phoebus raws and keep all the tile numbers.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 06, 2015, 05:39:59 pm
Yes, I plan it to be completely standalone this time. Though I will still carry over my own changes like moving grass and stuff (which, if I may clarify, can also be freely copied by anyone for their own sets if interested).  :) I may still have to modify raws for plants extensively though. I like my greenery to be less patchwork and more natural looking.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Max™ on January 06, 2015, 11:42:15 pm
I CANNOT CONTAIN MY EXCITEMENT.

(http://i.imgur.com/l92fg3z.gif)
I figured I would share the source of that gif because it is so much funnier when you can hear the wings slapping the cameraman and Stephen Fry chortling about it all (https://www.youtube.com/watch?v=wqUPZYhJCI0&hd=1&spfreload=1), and to post and say I'm excited to see how this turns out, Obsidian, more large tile and graphics sets is a desperately needed thing as is... well drawn ones is a bonus!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: DragonDePlatino on January 07, 2015, 12:44:50 am
Fun fact: I originally learned about kakapos from DF! In fact, I'd bet a lot of people did, since I never heard of the bird before seeing them in DF.

Anyways, before we get too off subject...

Obsidian Soul, please tell me you have a good system in place for creating your profession graphics. I just finished creating the race graphics for my graphics set, and the total came out to 990 sprites for all possible race/profession combinations. I was nearly going insane by the time I had finished, and even then the art style was simpler and the resolution was lower than your graphics set. So what I'm saying is...

What's your game plan for tackling the profession graphics? Are you going be using templates? Will each profession have it's own tool, or will you just be recoloring sprites? Will you be doing all possible combinations or throwing out the really unlikely ones (i.e. No cheesemaker kobolds). Throwing out the latter will save you a lot of time, but if a mod expands a race to use more vanilla professions, that'd be a problem.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 07, 2015, 02:04:41 am
ROFL. Stephen Fry. <3

And yes I use templates sorta. I make the base "peasant" class first, then work with those. Most of it is just superimposing armor, weapons, tools, and shields (all of which I create on a separate layer and then mix and match), and adjusting the colors to vary a little bit. Same technique I used for the old sheet.

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

As you can tell, I place more importance on consistency between profession types (and consistency is one of the main reasons I decided to create the first Obsidian set in the first place), rather than just the ease of telling professions apart (though I try to factor that in as well, dunno if I succeeded).

Creating the sheets for the sentient races is actually the easy part, IMO. And yes, I'll be making all of standard professions if I can. The part I dread is creating the sheets for animals, monsters, and animal men. But the same practice applies to an extent. I reuse parts of already finished sprites when applicable, both for consistency and for ease. It will still take a long time though. :( Wish me luck.

Also, as you may noticed, I am actually not a true pixel artist, LOL, or a true 2d artist at that. I'm a 3d artist by skillset. But since I know my way around GIMP well enough, I make do. :)

Oh and additionally, IMO, it is actually EASIER to create the sprites when you have a higher target resolution. You can vary the sprites much more easily.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Boltgun on January 07, 2015, 03:29:55 am
Those sprites look amazing and using tbwt will make them awesomer.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Vattic on January 08, 2015, 04:32:26 am
Very nice. PTW.

Oooh. So that's what posterize does. :o The target isn't actually resized though, but since circle-select isn't hard-edged, it results in fuzzy borders. Colors probably won't matter since the game will change those anyway (and I don't know how to use palettes effectively :-[). But I'll try to sharpen the borders of everything. Thanks! :)
Can you not select the tool then turn off antialiasing in the tool options to get a crisp edge? Been a while since I used GIMP.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 08, 2015, 07:30:30 am
Thanks. :)

@Vattic, yep, but the result is too jagged. While that's fine for the borders, for rings or circles inside the sprites themselves, I'd rather they still look smooth when it comes to curves. But no matter, it probably won't even be noticeable since almost all of these will have backgrounds added anyway.

Anyway [slow] progress:
(http://i.imgur.com/t4OfP94.png)

row 1
dwarf, elf, human, quiver, ammo1, ammo2, necklace, earrings, swordsdwarf, armor rack (built), thread, shield, helm, woodpile, bars, backpack, cage (stockpile), prepared food, glob (fat, tallow, etc.), bin, tanned skin, crutches, instrument, memorial/slab (built), cabinet, statue (built), bracelet, cloth, traction bench, animal trap, ring
row 2
kobold, goblin, troll, archery target, anvil, quern, flask, barrel, bucket, master wrestler, armor, gloves, boots, pants, block, boulder, well, toy, book, egg, cheese, web, coffin (built), coffin (stockpile), chair, table, meat, chain, bed, crown, figurine
row 3
up arrow, right arrow, down arrow, left arrow, ash, millstone, rough gem, (small) gem, large gem, armor rack (stockpile), (mined) rock, totem, seeds, pigtails, spores, wilted dimple cups, dimple cups, raw fish, (prepared) fish, bag, coin 1, coin 2, vermin, memorial/slab (stockpile), splint, statue (stockpile), cast, mug, goblet, scepter, rope


And some questions, I'm having trouble figuring out what Tile Types (df/tiletype.h) refer to. Is there anywhere where they are explained more in detail? For example what do the following tiles refer to?

FeatureBoulder, TreeCapFloor1, FrozenRamp, GrassDarkFloor1, Grass2StairD, SemiMoltenRock, TreeRootSloping, Waterfall, SoilWetFloor2, StoneWallWorn1

Additionally, water tiles don't seem to be listed, as well as several other things like smoke, sea foam, and levers Am I also correct in assuming that RiverE, RiverN, etc. and BrookE, BrookN, etc. refer to map tiles? Where are the map tiles defined, as well? Can they be overridden or do they still need to be merged with the main tileset? I'm referring to tiles like Moon, Highwood forest, Necromancer's tower, Elven forest retreat, Shrines, Hills, etc.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: HaterSkater on January 08, 2015, 08:34:52 am
And some questions, I'm having trouble figuring out what Tile Types (df/tiletype.h) refer to. Is there anywhere where they are explained more in detail? For example what do the following tiles refer to?

FeatureBoulder, TreeCapFloor1, FrozenRamp, GrassDarkFloor1, Grass2StairD, SemiMoltenRock, TreeRootSloping, Waterfall, SoilWetFloor2, StoneWallWorn1

Additionally, water tiles don't seem to be listed, as well as several other things like smoke, sea foam, and levers Am I also correct in assuming that RiverE, RiverN, etc. and BrookE, BrookN, etc. refer to map tiles? Where are the map tiles defined, as well? Can they be overridden or do they still need to be merged with the main tileset? I'm referring to tiles like Moon, Highwood forest, Necromancer's tower, Elven forest retreat, Shrines, Hills, etc.

1. All "Feature" tiles refers to adamantine, afaik
2. Don't know
3. Don't know
4. dark floor is simply a grass tile with dark colour
5. soil stair covered with grass. don't remember what "2" here stands for, maybe it's subtype, like in grass example
6. it's semimolten rock :)
7. tree root sloping refers to tree tile type, you can set in d_init
8. Don't know
9. second tile for wet soil floor
10. don't know

BTW, with dfhack you can hover mouse over tiles to see their ID in lower right corner. It will help you a lot

There is no way to override world map, and, surprisingly, RiverN and other tiles like this are to be found in rivers on embark. Embark on a river and use this mouse-hover trick on river tiles, so you will see, that their IDs are different

I don't know about foam, levers, etc. but you may solve this again with mouse-hover
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: lethosor on January 08, 2015, 08:39:18 am
If you're referring to mousequery, that only displays a small subset of tile types. Try "probe" if you want to see information about a specific tile.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 08, 2015, 09:28:45 am
Interesting... so rivers and brooks actually have provisions that make them more similar to walls and tree tiles too then? This *might* be good news if we can properly designate things like riverbanks and such. And thanks for the mousequery and probe tips. I guess I really will need to set up a DF game to continue.

Bummed about the map tiles though. :[ This could introduce a whole new set of problems and might mean that even with overrides, some tiles in the main tileset will still really not be "free" since they are still needed for the world map.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on January 08, 2015, 09:38:18 am
Bummed about the map tiles though. :[ This could introduce a whole new set of problems and might mean that even with overrides, some tiles in the main tileset will still really not be "free" since they are still needed for the world map.

The thing is... With twbt, map is displayed with text tileset, so no need to keep tiles for world map. People are complaining so I need to finally change this, but even then there's going to be a separate tileset for world map. So don't worry about it anyway.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 08, 2015, 10:02:47 am
Bummed about the map tiles though. :[ This could introduce a whole new set of problems and might mean that even with overrides, some tiles in the main tileset will still really not be "free" since they are still needed for the world map.

The thing is... With twbt, map is displayed with text tileset, so no need to keep tiles for world map. People are complaining so I need to finally change this, but even then there's going to be a separate tileset for world map. So don't worry about it anyway.

As with most graphics users, I can't make sense of text-only DF, so a text-only world/mini-map would be gibberish for most of us. :(

But if that's planned to be changed, awesome. :) A separate sheet for text and a separate one for map tiles would be very ideal. I'll make some graphics for the map tiles beforehand, just in case.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 09, 2015, 04:41:04 am
My first success :D I created an override for woodpiles successfully. Though it's still temporary (no transparencies yet, or color adjustments), the higher resolution is already very much evident against the surrounding tiles (Yes it's not much to be ecstatic about LOL, but it's my first try):
(http://i.imgur.com/i5FfoG9.jpg)

However, I can't seem to make the following work. They aren't replaced at all, and simply continue to use the default. Any tips on what I may be doing wrong?

[OVERRIDE:230:I:CROWN:CROWN::3:92]            #CROWN
[OVERRIDE:45:I:SCEPTER:SCEPTER::3:108]         #SCEPTER
[OVERRIDE:398:I:BOULDER:BOULDER::3:32]        #BOULDER

Also does anyone have a savegame of a mature fort?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: HaterSkater on January 09, 2015, 06:37:44 am
However, I can't seem to make the following work. They aren't replaced at all, and simply continue to use the default. Any tips on what I may be doing wrong?

[OVERRIDE:230:I:CROWN:CROWN::3:92]            #CROWN
[OVERRIDE:45:I:SCEPTER:SCEPTER::3:108]         #SCEPTER
[OVERRIDE:398:I:BOULDER:BOULDER::3:32]        #BOULDER

Also does anyone have a savegame of a mature fort?

boulder is a tiletype. It's a native boulder found on map, not an item you receive after digging a wall. So you should use 'T' instead of 'I'.
never mind, i was wrong
Plus what it that tile number 398 means? maximum number available is 255 ;)
proper map-boulder will be [OVERRIDE:236:T:StoneBoulder:3:32]
proper piece-of-stone will be [OVERRIDE:7:I:BOULDER:BOULDER::3:32]

Don't know what is wrong with sceptre and crown, usually reason of override not working is a typo :)

Added: wild guess: try to type ":0:", instead of "::" in the "subtype" section

Added2: plus, if you beginning from scratch, you don't need to override crown, since it's the only thing that uses tile 230
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 09, 2015, 07:11:19 am
boulder is a tiletype. It's a native boulder found on map, not an item you receive after digging a wall. So you should use 'T' instead of 'I'.
never mind, i was wrong
Plus what it that tile number 398 means? maximum number available is 255 ;)
proper map-boulder will be [OVERRIDE:236:T:StoneBoulder:3:32]
proper piece-of-stone will be [OVERRIDE:7:I:BOULDER:BOULDER::3:32]

Don't know what is wrong with sceptre and crown, usually reason of override not working is a typo :)

Added: wild guess: try to type ":0:", instead of "::" in the "subtype" section

Added2: plus, if you beginning from scratch, you don't need to override crown, since it's the only thing that uses tile 230

Oh doh! LOL. I got that from the DFHack probe function. It said tiletype 398 and I unthinkingly used it. That said, still not working.  :( I'll play around with it some more I guess after I get  more tiles done. Graphics first.

And ideally I'd override as many tiles as possible, even when unnecessary, to make way for tiles that can not be overriden but can be defined in raws, e.g. different plants/grasses (also since the main tileset has a different resolution).

I'm just starting to realize that this project means I'll probably be making thousands of tiles. *headdesk* Biggest worry at the moment really is the coding part. Since I used Phoebus as a base in my old set, I didn't have to deal much with that before.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on January 09, 2015, 08:27:50 am
Oh doh! LOL. I got that from the DFHack probe function. It said tiletype 398 and I unthinkingly used it. That said, still not working.

No! First number isn't a tile type, it's a tile number :) Ie. from http://dwarffortresswiki.org/index.php/DF2014:Tilesets

That's how it works - it first checks if there are any overrides for a given tile number because it's very fast operation, and if there are, then fetches more data about the tile (which is slower) and processes overrides.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: LeoCean on January 09, 2015, 06:49:18 pm
I override the crown and scepter in my overrides which I've taken a break on. http://www.bay12forums.com/smf/index.php?topic=129219.120. Bottom of the page, I saw you wrote in the twbt thread that you were already looking at that though so you should have already seen that. The raws used are different though so maybe you aren't seeing it. (I'll check to see why the crown and scepter aren't working I could have sworn they were) Well they worked for me I just disabled them from the finished good stockpiles they were in to see if they were working. It could be something Toady did that changed it or a feature in twbt that changed? I checked on 40.15 so idk.

Spoiler (click to show/hide)

All I did to test that stuff quickly was give myself a bunch of embark points so I could get a bunch of items move them all to a stockpile and see if they were overrode, or start with extra dwarves so testing was quicker but yeah if you have a more advanced fort it is much easier to test things.

For the Stoneboulder try these, different tile names depending on the rock type after all

[OVERRIDE:236:T:StoneBoulder:3:32]
[OVERRIDE:236:T:FeatureBoulder:3:32]
[OVERRIDE:236:T:MineralBoulder:3:32]

Instead of the :3: for the tileset name you can use an the actual name of the tileset (without the .png I think, especially when you use more than a few extra ones it becomes more manageable, I didn't do it because that was a feature that came to be after I learned the first way. It makes it easier to manage and understand what that is for from the outside at least.

Really looking forward to how this turns out it's looking really nice so far. I'm no artist and just comparing your work to what I see of my overrides lol..  :'(
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on January 10, 2015, 01:42:38 am
No! First number isn't a tile type, it's a tile number :) Ie. from http://dwarffortresswiki.org/index.php/DF2014:Tilesets

That's how it works - it first checks if there are any overrides for a given tile number because it's very fast operation, and if there are, then fetches more data about the tile (which is slower) and processes overrides.

I know, LOL. My brain just goes numb when dealing with code I guess, and I was a bit tired when I did that. d:

@LeoCean Thanks! I'll try that. BTW, your #Comments in the Spacefox overrides were extremely helpful. :) And pff, your work fits with Spacefox's artstyle, that's what counts more. My pseudo-realistic set may end up looking worse in the long run, heh, as the game itself is geared more towards minimalism when it comes to graphics. Detail isn't always good, and I may still simplify some things if they look wonky ingame. :P
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: LeoCean on January 10, 2015, 06:06:34 pm
Yeah I built the spacefox overrides in the hope that they would be expanded upon, idk if fricy included the file which had a credits line for each tile and what that tile was for in his uploaded version though. (It helps)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Max™ on January 10, 2015, 08:20:28 pm
Nahhhhh man, I'm sure I'm not the only person on a 1920x1080 or higher resolution screen that has to lean up and squint at the screen from time to time to try and decipher what is happening when a few less well-differentiated tiles start bumping up against each other. Why I loved the spacefox dorfs so much, instantly clear which is which, though I can't remember how they got sized to 24x24, gotta dig through my "I'm glad I kept these now" zip backlog real quick.

Found em: http://dffd.wimbli.com/file.php?id=10419 someone did some graphical wizardry and cleanly upscaled phoebus and spacefox to 24x24, I had the thread somewhere but don't know where as it was before I actually signed up.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: DragonDePlatino on January 10, 2015, 08:43:46 pm
Ah, yes...upon closer inspection, it looks like these were resized with HQx. It's a pixel art resizing algorithm that lets you smoothly scale stuff up to 2x, 3x, 4x or 5x resolutions. It can screw up some details but it's actually very commonly used in emulators.

(http://fc08.deviantart.net/fs70/f/2015/001/8/7/xbrz_dorf_by_dragondeplatino-d8c5flm.png)

You can download HQx and much better resizing algorithms like xBr here (https://code.google.com/p/2dimagefilter/). And it's funny you'd bring this subject up, because I actually found this program a few minutes ago and I was really eager to share it. Unlike other pixel art resizing programs out there, it can handle alpha transparency! :D
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: nippes on February 16, 2015, 02:39:08 pm
This set is imho most gorgeous.
11/10 would set again.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Boltgun on March 03, 2015, 06:34:58 am
DF with a 32x set will be amazing. I will make an higher res version for my mod myself but since I am no artist, may I use yours as a example to start with?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on March 16, 2015, 08:52:55 am
DF with a 32x set will be amazing. I will make an higher res version for my mod myself but since I am no artist, may I use yours as a example to start with?

Sorry for the late reply. Ran out of free time again so the upgrading has been put on hold. :(

But yes you can. Again, reuse/adaptation/rework of this set is encouraged (you can use any of the 32x I've finished and posted as well). Credit appreciated, but not required. Have fun :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Boltgun on March 16, 2015, 03:58:51 pm
DF with a 32x set will be amazing. I will make an higher res version for my mod myself but since I am no artist, may I use yours as a example to start with?

Sorry for the late reply. Ran out of free time again so the upgrading has been put on hold. :(

But yes you can. Again, reuse/adaptation/rework of this set is encouraged (you can use any of the 32x I've finished and posted as well). Credit appreciated, but not required. Have fun :)

No worries, it helped me a lot to figure where arms and legs go and stuff because I can't figure that by myself.  :D

I got some interesting results (http://www.bay12forums.com/smf/index.php?topic=138901.msg6104093#msg6104093) even if I keep fixing stray pixels all the time.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Kruniac on December 02, 2015, 11:24:30 am
This needs to be updated for 42. Definitely my favorite graphics pack.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Chojin on December 13, 2015, 02:18:33 pm
i truly agree.
Please update it to 0.42.x :-)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: fricy on December 13, 2015, 02:32:20 pm
i truly agree.
Please update it to 0.42.x :-)
This needs to be updated for 42. Definitely my favorite graphics pack.
https://github.com/fricy/Obsidian/releases
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Chojin on December 13, 2015, 02:40:29 pm
Awesome ! Thx :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: jecowa on May 27, 2016, 12:34:41 pm
It looks like two-third of Obsidian users probably have TTF (TrueType Font) enabled and aren't getting to experience this beautiful text:

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

That cool font is like half the reason for using Obsidian.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: jecowa on June 12, 2016, 04:08:56 am
Here's a 12x16 tilesheet that could work well as the TWBT font for Obsidian:

(http://i.imgur.com/ktTTr3e.png)



Spoiler: "sheet" (click to show/hide)

Any opinions on this? Would this be a suitable replacement for the current TWBT font included with the GitHub version of Obsidian? I'm not too familiar with the TWBT stuff yet.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Bumber on June 12, 2016, 09:33:09 am
Any opinions on this? Would this be a suitable replacement for the current TWBT font included with the GitHub version of Obsidian? I'm not too familiar with the TWBT stuff yet.
I find it really harsh on my eyes. It's all jagged and pointy, while Obsidian font is nice and smooth.

Some of it may be inevitable with a narrow font, but notice "S" and "t" have sharp tails that Obsidian lacks.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: jecowa on June 13, 2016, 01:45:08 am
I find it really harsh on my eyes. It's all jagged and pointy, while Obsidian font is nice and smooth.

Some of it may be inevitable with a narrow font, but notice "S" and "t" have sharp tails that Obsidian lacks.

I had been thinking that anti-aliasing is bad, but maybe some mild anti-aliasing would be okay. I see now that the current TWBT font uses just a small bit of anti-aliasing. Just a little anti-aliasing makes it look much less harsh:

(https://i.imgur.com/4bznG0R.gif)
Spoiler: "non-animated version" (click to show/hide)


I've also edited it to make it match Obsidian a bit better. It's not perfect, but maybe it's good enough to replace the current TWBT font:
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Bumber on June 13, 2016, 02:40:45 am
I'm not sure if AA makes a significant difference, but both look better than the original "harsh" one. It could be hurting if it's making thin lines thinner.

The color scheme happens to be different between the feelings screenshots, but I can still see it's been improved shape-wise.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: jecowa on June 13, 2016, 12:51:04 pm
I'm not sure if AA makes a significant difference, but both look better than the original "harsh" one. It could be hurting if it's making thin lines thinner.

The color scheme happens to be different between the feelings screenshots, but I can still see it's been improved shape-wise.

Thanks for the help. Yeah, most the shapes were adjusted a lot from your suggestions to make them stay more true to Obsidian. And I found lots of problems while checking through them all. The anti-aliasing was just an afterthought and was very-hastily added in with a couple of filters. Yes, the anti-aliasing is hurting some parts by making them too thin, like the lowercase "t". I'm not sure if I like anti-aliasing or not yet, but that "t" will be adjusted it stays in.

The color change was unintentional. The first one was installed into vanilla DF v0.43.03, but the second one it was installed into the Obsidian graphics pack with TWBT in fricy's MacNewbie pack for DF v40. I didn't notice they were different colors before, but the Obsidian colors seem to look better. The dark blue in vanilla blends in with the black too much.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: jecowa on June 14, 2016, 03:29:41 am
Maybe it's good enough now.

(https://i.imgur.com/pGXOud9.gif)

Spoiler: "tilesheet" (click to show/hide)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Bumber on June 14, 2016, 04:37:12 am
Maybe it's good enough now.
Tried it in game. Commas look a bit thick, but other than that I think it's beautiful. Periods maybe a bit, as well.

I'll probably start using if I'm ever on a version with DF Hack updated.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: jecowa on June 18, 2016, 12:50:06 pm
Tried it in game. Commas look a bit thick, but other than that I think it's beautiful. Periods maybe a bit, as well.

I'll probably start using if I'm ever on a version with DF Hack updated.

Thanks for all the help. I've been messing with Mayday the past few days and thought I should upload this one before I forget.

Spoiler: "tilesheet" (click to show/hide)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: ivanzypher on January 05, 2017, 05:54:10 pm
Will this work with vanilla DF 43.05 if I merge the folders into the DF directory structure?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Bishop on January 06, 2017, 04:23:53 pm
Will this work with vanilla DF 43.05 if I merge the folders into the DF directory structure?

Works on my Linux system.
Just follow the installation steps from the DF wiki.

http://dwarffortresswiki.org/index.php/Tileset_repository
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on April 29, 2017, 03:26:43 pm
I was inspired by Meph's tileset to continue my work on the 32x32 Obsidian successor with TWBT (working name: Granite).

Deciphering the gobbledygook of code with little to no direction online is what stopped my initial progress. Now that I have Meph's tileset to use as a (very comprehensive) example/template I can finally continue the work without going insane. Progress will still be slow, but below are what I have so far. It may still change significantly as I explore what tiles can and can't be replaced with TWBT, as well as the new TWBT Next features.

Mountain biome snowy brookside in spring with patches of ice:
Spoiler (click to show/hide)
Temperate marsh with dense reed beds along a flowing brook:
Spoiler (click to show/hide)
Savannah bordering a temperate forest with bamboo thickets:
Spoiler (click to show/hide)
Cavern (not yet fully re-tiled)
Spoiler (click to show/hide)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on April 29, 2017, 03:33:44 pm
Tried it in game. Commas look a bit thick, but other than that I think it's beautiful. Periods maybe a bit, as well.

I'll probably start using if I'm ever on a version with DF Hack updated.

Thanks for all the help. I've been messing with Mayday the past few days and thought I should upload this one before I forget.

Spoiler: "tilesheet" (click to show/hide)


Thank you for this. :) This will come in handy. I modified the old Obsidian font for kerning as well as centering, since the tiles back then were square, hence the discrepancy with the actual Dalelands font.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: ANickel on April 29, 2017, 05:51:51 pm
I was inspired by Meph's tileset to continue my work on the 32x32 Obsidian successor with TWBT (working name: Granite).

Deciphering the gobbledygook of code with little to no direction online is what stopped my initial progress. Now that I have Meph's tileset to use as a (very comprehensive) example/template I can finally continue the work without going insane. Progress will still be slow, but below are what I have so far. It may still change significantly as I explore what tiles can and can't be replaced with TWBT, as well as the new TWBT Next features.

Mountain biome snowy brookside in spring with patches of ice:
Spoiler (click to show/hide)
Temperate marsh with dense reed beds along a flowing brook:
Spoiler (click to show/hide)
Savannah bordering a temperate forest with bamboo thickets:
Spoiler (click to show/hide)
Cavern (not yet fully re-tiled)
Spoiler (click to show/hide)
Woah, this looks really good.  It's nice to see others take interest in larger tile-sets, playing with the default ascii is great but sometimes tinkering with other stuff can give the game a different feel.  Keep up the good work.  :)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Amostubal on April 30, 2017, 07:45:10 pm
ptw... I really enjoyed your obsidian 16x16 tile set in my earlier days in DF... I'd like to see what you can produce in 32x32.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Bumber on May 02, 2017, 07:33:49 pm
32x32 is a bit too big for me, but TWBT support is always nice.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 02, 2017, 08:36:32 pm
Memory-wise? You could always play zoomed out or something :P

Anyway progress (aside from the plants, that is). Weapons, trap components, clothes, and whatnot. Some tiles taken from or modified from Ayene-chan's work (http://ayene-chan.deviantart.com/). Still having problems with the raws and TWBT Next (which might be just the tile raws clashing) but I figure I should finish the sprites first before worrying about organizing the raws/TWBT code. Like before, all of these are free to use however you like.

(http://i.imgur.com/PkQiVap.png)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Amostubal on May 02, 2017, 09:43:53 pm
Those are pretty, are you going to make it work with twbt-next?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 02, 2017, 11:37:00 pm
That's the plan. But it depends on whether I can fix the issues I'm having with it first.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on May 03, 2017, 05:18:23 pm
That's the plan. But it depends on whether I can fix the issues I'm having with it first.

Do you mean disappearing backgrounds when you move the map or something else? I haven't seen that issue myself yet, will fix as soon as I can reproduce it.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 03, 2017, 10:22:19 pm
That's the plan. But it depends on whether I can fix the issues I'm having with it first.

Do you mean disappearing backgrounds when you move the map or something else? I haven't seen that issue myself yet, will fix as soon as I can reproduce it.

Yep, the one I screencapped. No worries. I'll be focusing on the sprites for now then cleaning up the overrides list so I make sure it's not something stupid like the (currently very messy) overrides.txt clashing or the dfhack version simply being incompatible. By the way, is there a full list of the possible overrides somewhere? I remember DragondePlatino was compiling one, but I don't know if they finished it.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on May 04, 2017, 12:09:14 am
Yep, the one I screencapped. No worries. I'll be focusing on the sprites for now then cleaning up the overrides list so I make sure it's not something stupid like the (currently very messy) overrides.txt clashing or the dfhack version simply being incompatible. By the way, is there a full list of the possible overrides somewhere? I remember DragondePlatino was compiling one, but I don't know if they finished it.

There are lists in readme https://github.com/mifki/df-twbt#tables But I can't help with what the values mean, it's just all building/item/tile types in the game.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 04, 2017, 01:45:16 am
Yep, the one I screencapped. No worries. I'll be focusing on the sprites for now then cleaning up the overrides list so I make sure it's not something stupid like the (currently very messy) overrides.txt clashing or the dfhack version simply being incompatible. By the way, is there a full list of the possible overrides somewhere? I remember DragondePlatino was compiling one, but I don't know if they finished it.

There are lists in readme https://github.com/mifki/df-twbt#tables But I can't help with what the values mean, it's just all building/item/tile types in the game.

Ah, thanks. I'll just cross-reference with other existing tilesets with TWBT on what is what.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 05, 2017, 06:30:22 am
(http://i.imgur.com/UxB4Er6.png)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: roqi on May 05, 2017, 08:32:45 am
These are incredibly good. Playing the game with this level of detail would make the game feel completely different!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: daagar on May 05, 2017, 07:32:15 pm
Agreed, these look incredible so far. Sending you good thoughts so you see this through to completion.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 06, 2017, 01:35:46 pm
Thanks.  :)

Toad, giant toad, toad men, worm men,
(http://i.imgur.com/sfWnwaZ.png)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 07, 2017, 10:14:22 pm
Rats, squirrels, chipmunks
(http://i.imgur.com/MExVpwk.png)
Lungfish, loach,, bullheads, knifefish, char, rainbow trout, perch, molly, guppy
(http://i.imgur.com/lXR43hJ.png)
Oyster, mussel, salmon, ratfish, clownfish, hagfish, lamprey, bat ray, thornback ray, glasseye, puffer, herring, shad, anchovy, steelhead trout, hake, seahorse, flounder, mackerel, sea nettle, squid, sole, squid men, gigantic squid
(http://i.imgur.com/hQLiMDY.png)
Fly, roach, ant, monarch butterfly, firefly, dragonfly, honey bee, bumble bee
(http://i.imgur.com/XuBWR6P.png)
Mountain goat, hoary marmot, mountain gnomes, dark gnomes
(http://i.imgur.com/lj6piJ6.png)
Hippopotamus, longnose gar, carp, tigerfish, pike, platypus, giant platypus, platypus men
(http://i.imgur.com/NlMwqKF.png)
Musk ox, elk, polar bear
(http://i.imgur.com/jrevisc.png)

P.S. If anyone knows, can creature graphics be animated? Like they could be if they were in the main tilesheet? All of these were designed to be animated with 2 sprites per animal.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on May 08, 2017, 10:55:25 pm
P.S. If anyone knows, can creature graphics be animated? Like they could be if they were in the main tilesheet? All of these were designed to be animated with 2 sprites per animal.

That's pretty easy to implement in TWBT for example. However I'm already worried that all the overrides and creature tiles won't fit in a single OpenGL texture (as current drawing code requires) because of the new -bg and -top textures, especially for 32px tiles. Two sprites per animal may be too much. Or I need to find a way to use more than one texture first.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 08, 2017, 11:55:38 pm
P.S. If anyone knows, can creature graphics be animated? Like they could be if they were in the main tilesheet? All of these were designed to be animated with 2 sprites per animal.

That's pretty easy to implement in TWBT for example. However I'm already worried that all the overrides and creature tiles won't fit in a single OpenGL texture (as current drawing code requires) because of the new -bg and -top textures, especially for 32px tiles. Two sprites per animal may be too much. Or I need to find a way to use more than one texture first.

Oh. :(

How does that work? i.e. How do I prevent problems?

Would it help if all the textures for overrides and creatures were mashed into two giant tilesheets? Should I trim all the textures so there are as little empty/unused tiles as possible? Or is it okay if I leave the alternate animation tiles there (in case animation becomes possible), but not use them in the raws?

That said, animation is just a minor thing, I guess, so not that important. And they're pretty easy to make, since it's just a minor variation in the sprites in most cases. I figure it was just something to make creatures stand out more from the background tiles.

I think a feature I'd like more is if the creatures get their own -bg and -top textures. A lot of my creature tiles are quite small, and I worry they'd be invisible because of the static background requirement. Would that be possible or would it be too much for the code already?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on May 09, 2017, 12:30:30 am
Would it help if all the textures for overrides and creatures were mashed into two giant tilesheets? Should I trim all the textures so there are as little empty/unused tiles as possible? Or is it okay if I leave the alternate animation tiles there (in case animation becomes possible), but not use them in the raws?

Yes, generally it's important not to have "empty" tiles. Obviously it will help not to include animation sprites too until they can actually be used. Do you know approximately how many distinct tiles (base tileset + overrides + creatures) you have/plan to have?

I think a feature I'd like more is if the creatures get their own -bg and -top textures. A lot of my creature tiles are quite small, and I worry they'd be invisible because of the static background requirement. Would that be possible or would it be too much for the code already?

Unfortunately there's just no [easy] way to intercept unit rendering, that's why this is not supported. Maybe I'll find some way, maybe not.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 09, 2017, 04:53:30 am
Yes, generally it's important not to have "empty" tiles. Obviously it will help not to include animation sprites too until they can actually be used. Do you know approximately how many distinct tiles (base tileset + overrides + creatures) you have/plan to have?

Hmk. I'll just bundle them in separate "extra" sheets included in the pack until they may be useful in the future.

As for the number of tiles, I don't know the actual number but ideally, everything that can be overridden. Some tiles are reused with just a change in the bg color (especially plants), but most will be unique. I'm even planning to have the directional wall-like tiles for unmined rock faces and river flows, though I'm not sure if that is even possible (though the override list seem to indicate it is). I'm completely rubbish at deciphering the raws, much less the code. I'm just an artist, which was why I gave up before. I'm already dreading having to organize everything and make sure the raws point to the right tiles.

Unfortunately there's just no [easy] way to intercept unit rendering, that's why this is not supported. Maybe I'll find some way, maybe not.

Oh. That's sad. :( Oh well, generic grass and floors for most of them then. Thanks for the replies.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on May 09, 2017, 05:29:35 am
As for the number of tiles, I don't know the actual number but ideally, everything that can be overridden. Some tiles are reused with just a change in the bg color (especially plants), but most will be unique. I'm even planning to have the directional wall-like tiles for unmined rock faces and river flows, though I'm not sure if that is even possible (though the override list seem to indicate it is). I'm completely rubbish at deciphering the raws, much less the code. I'm just an artist, which was why I gave up before. I'm already dreading having to organize everything and make sure the raws point to the right tiles.

You can use "probe" plugin/command to find out tile type if needed. You're interested in "tiletype: X" line, and then you can execute "lua ~df.tiletype[X]" with that number to get the tile type name that should be used for overrides.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 09, 2017, 06:34:12 am
As for the number of tiles, I don't know the actual number but ideally, everything that can be overridden. Some tiles are reused with just a change in the bg color (especially plants), but most will be unique. I'm even planning to have the directional wall-like tiles for unmined rock faces and river flows, though I'm not sure if that is even possible (though the override list seem to indicate it is). I'm completely rubbish at deciphering the raws, much less the code. I'm just an artist, which was why I gave up before. I'm already dreading having to organize everything and make sure the raws point to the right tiles.

You can use "probe" plugin/command to find out tile type if needed. You're interested in "tiletype: X" line, and then you can execute "lua ~df.tiletype[X]" with that number to get the tile type name that should be used for overrides.

That just saved me a ton of time looking all over the forums for how to do that. Very much appeciated!  :D
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: lethosor on May 10, 2017, 11:40:02 am
I've just added the raw names to probe's output as well (e.g. "StoneFloor3"), so you should be able to avoid the lua step in the next DFHack release.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Amostubal on May 10, 2017, 07:42:39 pm
I can't do anything but get more excited everytime I read the new posts here... It sounds like you are going for a kind of 45 angle to views so that it appears more like say an old school dragon warrior or final fantasy game?!?!  let us know when this gets close to say a late alpha/beta version...  I so want to try it!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 10, 2017, 10:06:48 pm
I've just added the raw names to probe's output as well (e.g. "StoneFloor3"), so you should be able to avoid the lua step in the next DFHack release.

I'm using the windows LNP for testing for now (easier to update savegames on the fly). But I'll set up a new game folder with the fully updated dfhack and TWBT next since I'll have to test it anyway to see if the errors I'm getting is simply because of incompatibility with the dfhack versions. Thanks. :)

I can't do anything but get more excited everytime I read the new posts here... It sounds like you are going for a kind of 45 angle to views so that it appears more like say an old school dragon warrior or final fantasy game?!?!  let us know when this gets close to say a late alpha/beta version...  I so want to try it!

Oh if only.  :-\ Not isometric but just top down, since the game can't support anything else. But as close as I can make it to traditional jrpg aesthetics, yes.

Anyway, progress: impala, spider monkey, tapir, golden lion tamarin, blue peafowl, sloth bear, aardvark, chicken, dog, wolf, duck, alpaca, cat, cow, cavy, donkey, goat, goose, horse, mule, peafowl, turkey, llama, dromedary camel, bactrian camel, rabbit, pig.

(http://i.imgur.com/tfILwN5.png)
(http://i.imgur.com/Jv4Vi7P.png)

Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: mifki on May 10, 2017, 10:39:05 pm
Oh if only.  :-\ Not isometric but just top down, since the game can't support anything else. But as close as I can make it to traditional jrpg aesthetics, yes.

Have you seen this? http://www.bay12forums.com/smf/index.php?topic=138754.msg7390751#msg7390751 Currently it's just an experiment though and not in public TWBT release.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 10, 2017, 10:52:59 pm
Oh if only.  :-\ Not isometric but just top down, since the game can't support anything else. But as close as I can make it to traditional jrpg aesthetics, yes.

Have you seen this? http://www.bay12forums.com/smf/index.php?topic=138754.msg7390751#msg7390751 Currently it's just an experiment though and not in public TWBT release.

 :o Overlaps? Yes, please. LOL.

But too much to think about for now. I can modify this once that feature is fully functional and this tileset is finished. XD
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Amostubal on May 11, 2017, 07:33:39 am
The Oblique is what I was talking about... I'm old school I still remember getting excited over new atari games... the system not the developer lol... isometric was the only word I could remember, but I always loved the oblique view in Final Fantasy 1-6, dragon warrior 1-5, even the old school Ultima went from tile to oblique at one point.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 12, 2017, 04:32:10 pm
The Oblique is what I was talking about... I'm old school I still remember getting excited over new atari games... the system not the developer lol... isometric was the only word I could remember, but I always loved the oblique view in Final Fantasy 1-6, dragon warrior 1-5, even the old school Ultima went from tile to oblique at one point.

I'm a bit younger. The oldest FF game I've played was FF7 and FF Tactics. Didn't quite catch Ultima. :P

Progress. Sheep, water buffalo, caribou/reindeer, roc, bronze colossus, hydra, dragon

(http://i.imgur.com/nD6zADZ.png)

I'm keeping appearances as close as possible to how they are described in the raws, e.g. dark gnomes have teal skin and yellow eyes, hydra are red and gold and have 7 heads, dragons are wingless and green, etc. Shame they're not multitile yet, but I purposely made other animals relatively smaller so I could fill tiles for giant creatures and make them seem larger.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Amostubal on May 12, 2017, 05:12:20 pm
lol Final Fantasy 1:
Spoiler (click to show/hide)

If I could get that games tileset and figure out how to force it into DF... I'd be happy and could go ahead and die.... otherwise I will live forever and its all your faults...jk...

now someone is going to point me to a FFI mode from 10 years ago with a full tileset lol.

but yeah great work on the tileset.  I'll go back to watch mode lol.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 12, 2017, 11:21:55 pm
lol Final Fantasy 1:
Spoiler (click to show/hide)

If I could get that games tileset and figure out how to force it into DF... I'd be happy and could go ahead and die.... otherwise I will live forever and its all your faults...jk...

now someone is going to point me to a FFI mode from 10 years ago with a full tileset lol.

but yeah great work on the tileset.  I'll go back to watch mode lol.

Yep something like that, though DF lacks transition tiles between two different ground cover, which makes it difficult to appear natural. My solution so far to that was to make all grasses be one color. Still not enough, but it helps reduce visual clutter.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 12, 2017, 11:25:00 pm
Pogress.

Bronze colossus, cyclops, giant, ettin, minotaur, hydra, dragon, roc (modified the dragon facing direction and the roc talons)
(http://i.imgur.com/wA4rbks.png)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on May 19, 2017, 11:36:24 am
Experiments with soil, smoothed, and engraved floors and walls. The floor might still be too dark. Though not sure if that's just because of the material.

(http://i.imgur.com/s10LAqe.png)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: NullForceOmega on May 19, 2017, 01:48:27 pm
That looks amazing Obsidian Soul, I'm looking forward to actually being able to play with this set.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: daagar on May 19, 2017, 08:33:04 pm
The floor doesn't look too dark from those screenshots. Very exciting - and the contrast between your high-res vs. the lower-res other stuff makes it that much more striking.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: denadan on May 22, 2017, 02:16:16 am
32x tilest not released yet?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: DragonDePlatino on May 25, 2017, 02:37:37 pm
This is exciting! The first time I've ever seen objects and tiles on separate layers and it looks fantastic. Can't wait to see where this goes.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Clyybber on July 08, 2017, 07:51:21 am
Do you have rough timeframe for the release of the new version you are working on?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on July 13, 2017, 08:25:38 pm
Not yet. Real life craziness again. And I still can not solve the background flickering and the crashing issues. Hopefully I'll have more free time again soon.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Immortal-D on September 13, 2017, 09:12:02 pm
Decided to give this set a try, and I am really enjoy the brick & building designs.  That said, my rock pots are invisible :-\  Can anyone confirm if this is a bug, or maybe just didn't install fully?  Edit: I derped.  Didn't revert to ASCII before switching.  Pots kinda look like a bed, but I think that's just the way they are.  Visible, at least.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: StagnantSoul on September 13, 2017, 09:30:21 pm
...Ironhand may finally have met its better. Damn, this looks epic! Especially the animals.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: IT 000 on October 13, 2017, 10:53:45 pm
Wait, how did you animate the grass?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: CLA on October 14, 2017, 12:32:14 pm
Wait, how did you animate the grass?
Alt tiles:
http://dwarffortresswiki.org/index.php/DF2014:Plant_token#Grass_Tokens

See also this post (http://www.bay12forums.com/smf/index.php?topic=126934.msg4308879#msg4308879) and the following two.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Clyybber on November 20, 2017, 02:36:31 pm
oooooh i caaaant wait for this beast of a tileset!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: jecowa on December 07, 2017, 04:58:26 am
It looks like Tile 23 might not be used for anything. It might be a good spot for a Pedestal graphic in DF v0.44.

Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Acolyte on December 11, 2017, 04:02:38 pm
This set is fantastic! I actually joined the forums just to say that.  :)

Two Questions for you:

1. How close to done are you? What percentage do you estimate - even roughly, I'm not picky.
2. Do you need testers? Hint Hint......  ;)

Thank you!
   - Shane
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on December 11, 2017, 05:48:34 pm
Obsidian Soul logged in last time half a year ago.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Acolyte on December 11, 2017, 06:13:38 pm
Obsidian Soul logged in last time half a year ago.

And before that it was more than a year - I'm patient.  :)

Till then I'm using yours, BTW, It's also fantastic.

   - Shane
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Kraiger on October 25, 2018, 01:05:05 pm
Is there a 24x24 version of this or is it only 16x16?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on October 25, 2018, 02:07:55 pm
There is only a 16x version, but you can type "twbt tilesize 24 24" into dfhack while the game is running to get it a bit larger.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on February 09, 2022, 09:56:44 am
Hi all. Here I am again, much older and still too stupid to mod DF code. LOL

I had another fey mood last year and during that time, I managed to accomplish quite a bit in terms of constructed buildings, soil and rock types, items, and creatures for the 32x "Granite" tileset. This is in addition to the already more or less complete plant graphics I did years before; and some polish to already completed item graphics. But given that I've completely forgotten how to mod them into the raws/TWBT, I lost interest again soon afterward. :(

Here's a preview of what I managed to accomplish thus far:

Spoiler (click to show/hide)

I'm still broken over the fact that rock and soil tiles don't follow the same adjacency rules as walls and floors. So I opted for a somewhat isometric representation of rock/soil/tree layers. However, given that I could not test them ingame, I have no idea how they will actually look like.

That said, I did complete the 32x animal and creature sets that I started way back in 2017. And that's what I'm here to offer. Just in case anyone is interested.

These include all animals (including giant and animal men versions) rendered in a cohesive artstyle. All of them are accurate to their actual descriptions in the raws and/or their real life appearances. It also includes domesticated and war-trained tiles for animals which are currently able to be domesticated; and child tiles for those which have them. They are arranged alphabetically, not by biome.

I can't post raws here directly due to the character limit. You can see them at:
graphics_Granite_animals.txt : https://pastecode.io/s/4xfhqpgq
graphics_Granite_humanoids.txt : https://pastecode.io/s/kipmxdzq

Note that I'm not sure if the raws will even work with the current DF version. These were made using last year's raws. The tiles are also designed to have a transparent background (via TWBT). They might need tweaking for tilesets which do not support it.

Granite_animals.png
(https://drive.google.com/uc?id=1Aen3vTLEalohxPQl61Z-w6yg_nH7v-vo)

Granite_humanoids.png
(https://drive.google.com/uc?id=1RalkWoZzwao_uTJg6L0q2WWUW3zLYSlI)

I've also included tiles for forgotten beasts, titans, demons, and night creatures below. But these are randomized in-game. So in most cases they won't match in-game descriptions.

Spoiler (click to show/hide)

I release these animal/humanoid tiles under CC-BY. You are free to use them in your own sets or modify them to your needs. But please credit me at https://www.artstation.com/obsidiansoul (https://www.artstation.com/obsidiansoul). 

This was a massive undertaking (these are all hand-made from scratch, literally pixel by pixel) and ate up a lot of my free time. Sadly, I'm a broke artist and I'm currently busy working (on a 3rd world salary). So I don't know when I'll be able to pick it up again. I still hope I can finish it before the Kitfox release.

Also, I once balked at doing this, but needs must. If you're swimming in money and won't miss a few bucks, you can donate to my PayPal here. (https://www.paypal.com/paypalme/obsidiansoul) This is completely optional, and you can still use my art with just the credit. :) Also, donate to bay12 of course. (http://www.bay12games.com/support.html)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on February 09, 2022, 04:12:56 pm
That's beyond amazing, well done! :) Love the sandstone and glass/ice tiles.

The Steam DF version allows a lot more freedom when it comes to graphics, so if there are any questions, send me a message.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on February 09, 2022, 05:47:53 pm
That's beyond amazing, well done! :) Love the sandstone and glass/ice tiles.

Thank you. :) I don't even know if it's possible to use them for specific material constructions. Haha. I remember seeing them in Masterwork raws a year ago though, so I figured they had to be.

The Steam DF version allows a lot more freedom when it comes to graphics, so if there are any questions, send me a message.

Is it moddable? And is it easier to edit the raws?
Does it support sprite transparency?
Animations? Male/female-specific sprites?
Do natural rock/soil walls/roots/branches have LR, UD, UR, UL, DL, DR, pillar, etc. adjacency now?
How much of the Masterwork and TWBT features got officially implemented?
I have so many questions, LOL.

But yeah, I literally have no idea what has been going on in DF, Kitfox or regular version. I haven't been following anything for a while now.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on February 09, 2022, 06:41:34 pm
Quote
Is it moddable? And is it easier to edit the raws?
Does it support sprite transparency?
Animations? Male/female-specific sprites?
Do natural rock/soil walls/roots/branches have LR, UD, UR, UL, DL, DR, pillar, etc. adjacency now?
How much of the Masterwork and TWBT features got officially implemented?

Moddable; yes, easier to edit the raws; no. Still easier than using TWBT though.
Yes, transparency is supported.
Animations to a certain degree are possible, although I stopped working on SteamDF before that was finalized. Don't know if anything was done in that regard, but in theory it can work.
Male/Female: Yes, or to be more precise: Caste specific sprites work.
Adjacency: Yep.
Masterwork features: None (never asked to have any included), TWBT features: Pretty much everything and a lot more.

Quote
But yeah, I literally have no idea what has been going on in DF, Kitfox or regular version. I haven't been following anything for a while now.
Huh. Well, me neither these last few months.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on February 09, 2022, 07:10:34 pm
Moddable; yes, easier to edit the raws; no. Still easier than using TWBT though.
Yes, transparency is supported.
Animations to a certain degree are possible, although I stopped working on SteamDF before that was finalized. Don't know if anything was done in that regard, but in theory it can work.
Male/Female: Yes, or to be more precise: Caste specific sprites work.
Adjacency: Yep.
Masterwork features: None (never asked to have any included), TWBT features: Pretty much everything and a lot more.

Awesome. Guess I should be making natural wall categories then, similar to constructed walls, not one-tile boxes.

Huh. Well, me neither these last few months.

I just read up a bit. And oh no. There was drama. D: Just to make it clear to everyone: Meph asked for permission and has credited me (which wasn't necessary, as pointed out in my first post). I'm grateful that my sprites saw the light of day in a playable version.

A lot of the graphics innovations that tilesets have now is because of his experimentation with the raws and mifki's TWBT. And I (and probably a lot more people here) owe a lot to Masterwork and Meph answering questions. I'm not taking sides and I hope it all settles down, but I appreciate you, Meph, and what you've done for the modding community. <3
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: voliol on February 10, 2022, 06:47:14 am
Lovely sprites! :)

These rise the prospect of having a graphics pack similar to the official one available for Classic/free version users as well. From a modder's perspective, this is nice since sprites can be made to fit both Classic and Premium at once. The only other graphics packs I've heard are getting updated are Vettlingr's and Bitlands by DragonDePlatino, and both of them are more stylistically distinctive, in a way that sprites not done specifically for them will look "off". (Meph might be doing something as well, but I haven't heard about it since the drama.)

And a few questions:

What is the order of the animal sprites? It seems to be based on the alphabetical order of the raw files, but then giant creatures are at the end, and birds are at the top of the list instead of toads and worms (creature_amphibian and creature_annelid preceding creature_birds and creature_birds_new).

How come the FBs/titans/night creatures are looping? Is that a quirk of making things work with TWBT?
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Obsidian Soul on February 10, 2022, 08:37:37 am
Lovely sprites! :)

These rise the prospect of having a graphics pack similar to the official one available for Classic/free version users as well. From a modder's perspective, this is nice since sprites can be made to fit both Classic and Premium at once. The only other graphics packs I've heard are getting updated are Vettlingr's and Bitlands by DragonDePlatino, and both of them are more stylistically distinctive, in a way that sprites not done specifically for them will look "off". (Meph might be doing something as well, but I haven't heard about it since the drama.)

And a few questions:

What is the order of the animal sprites? It seems to be based on the alphabetical order of the raw files, but then giant creatures are at the end, and birds are at the top of the list instead of toads and worms (creature_amphibian and creature_annelid preceding creature_birds and creature_birds_new).

How come the FBs/titans/night creatures are looping? Is that a quirk of making things work with TWBT?

Thank you. :) Though after I've watched videos of the upcoming Kitfox version, I think it might be more prudent to wait until its first release at least before I continue with this. Or I might run the risk of having to redo more tiles than I would want (especially since multi-tile creatures are now seemingly possible).

Now that I look at the raws, I realize it's not alphabetical at all. LOL. My bad. But rows are separated. Unlike earlier creature sheets, these basically unify everything into two raw files. So I think I first started out trying to sort it alphabetically then gave up halfway through.

As for the repeating tiles, they are placeholders. I do not know how the Kitfox version will deal with it, but at the moment, it is impossible to create specific tiles for FBs/Titans/Night Creatures in the classic version, because they are procedurally generated in-game. Some examples from the wiki:

Code: [Select]
A gigantic snail composed of grime and filth.  It has wings and it has a gaunt appearance.  Beware its deadly spittle!
Code: [Select]
An enormous blob composed of water.  It has an enormous shell and it squirms and fidgets.  Beware its webs!
Code: [Select]
A towering three-eyed pterosaur.  It has a long, curving horn and it has a gaunt appearance.  Its chocolate scales are jagged and overlapping.  Beware its hunger for warm blood!
Code: [Select]
A great humanoid composed of flame.  It has two short tails and it squirms and fidgets.


Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on February 10, 2022, 09:00:54 am
Quote
(especially since multi-tile creatures are now seemingly possible).
You can draw up to 96x96 in size.

Quote
s for the repeating tiles, they are placeholders. I do not know how the Kitfox version will deal with it, but at the moment, it is impossible to create specific tiles for FBs/Titans/Night Creatures in the classic version, because they are procedurally generated in-game.
You need to draw the bodyshapes and appendages etc in separate sheets, those get assembled in code on the fly to create a sprite that fits the description.

Same system that the equipment uses, like a dwarf with an adamantine helmet gets the dwarf-sprite + the helmet sprite from two different images.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: voliol on February 10, 2022, 04:49:22 pm
There are actually prospects of Toady releasing some of the new raws, without the sprites attached, some time before the release. He has talked about this in a few FotF replies (and an interview?). The idea is that modders should be able to familiarize themselves before Steam Workshop integration goes through.
I guess it depends on how smooth the integration goes though, if it has to be pushed to some release after the initial Steam release I could see the same happening to the example raws, given they might be less finalized then.
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Ziusudra on February 10, 2022, 09:39:53 pm
From the discord:
Quote
is there a way to get an idea of how the new tileset layout is going to work? I want to get started on updating my tileset to work with the steam release, but I have no idea what tiles are changing or in what ways
Quote
We have plans to make a modding guide when we have all the info!
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Novaris on February 11, 2022, 07:56:38 pm
Nice work, really lovely. Maybe you and Meph should team up so we get a good alternative to Vettlingr's :P
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Meph on February 12, 2022, 11:59:52 am
Nice work, really lovely. Maybe you and Meph should team up so we get a good alternative to Vettlingr's :P
Mh.....  8)
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Novaris on February 13, 2022, 04:03:06 am
Nice work, really lovely. Maybe you and Meph should team up so we get a good alternative to Vettlingr's :P
Mh.....  8)
What? :D
Title: Re: Obsidian Graphics Set (Updated 24/7/2013 - v0.8) - Now with ANIMATED GRASS!
Post by: Jostino on July 26, 2022, 02:38:18 pm
Obsidian Soul, lemme say this graphic is amazing!
I was searching a way to create my own and I landed in your old post where you asked how to do a personalized graphic.
Following that thread I rolled here, and wow!