Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: utkonos on August 24, 2015, 02:28:32 pm

Title: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: utkonos on August 24, 2015, 02:28:32 pm
(http://i.imgur.com/ydq6nAf.png)

Download latest version for DF 0.43.03 (and  DF 0.42.06) (http://dffd.bay12games.com/file.php?id=11637)
Download latest version for DF 0.40.24 (http://dffd.bay12games.com/file.php?id=11076)



Installation guide
Easiest way (using Starter Pack):
Spoiler (click to show/hide)

Easy way:
Spoiler (click to show/hide)
All feedback is much appreciated.
 
Screenshots
Spoiler (click to show/hide)


Alternative versions and patches

Triangle ramps (http://dffd.bay12games.com/file.php?id=12199)
This patch changes default Dungeon Set ramps to a more classic triangle ramp indicator.
Example:
Spoiler (click to show/hide)
Installation:
- download DungeonSet.zip
- download this patch
- open both archives and copy everything from "DungeonSet Triangles.zip" to "DungeonSet.zip"
- use resulting DungeonSet.zip for preferred installation method



ATTENTION

Credits
I'd like to thank DragonDePlatino for his "under the hood" work on GemSet. Without it I wouldn't have even started making a graphic set. It saves me enormous amount of time!
Also I've used a few tiles made by Meph, Obsidian Soul and Dibujor. So I'd like to thank them too.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: RoguelikeRazuka on August 29, 2015, 09:49:21 am
I DO love how the walls and floor look like. This reminds me of isometric JRPGs for a reason I don't comprehense. Though the tiles of dwarves don't go with the rest whatsoever.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on August 29, 2015, 12:18:15 pm
Thanks for your reply!
I'm working on new graphics for dwarves and other creatures, but it can take one or two weeks to do due to some IRL problems. I'll add new dwarves right as I finish them.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: Meph on August 29, 2015, 12:22:31 pm
Very clean, and the border around the items is a unique touch, makes it look like icons lying around. I'll be following this.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: Dirst on August 30, 2015, 09:00:36 am
Thanks for your reply!
I'm working on new graphics for dwarves and other creatures, but it can take one or two weeks to do due to some IRL problems. I'll add new dwarves right as I finish them.
I like the look of this set a lot.  It seems like the plants and creatures should be in the same perspective as the walls, barrels, etc.  Just not sure there are enough pixels to make them distinct.  Perhaps distinctive hats?
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on August 30, 2015, 01:35:07 pm
Very clean, and the border around the items is a unique touch, makes it look like icons lying around. I'll be following this.
Thanks for the reply! "Icon" look was intended, this way I can justify the scale difference between items (same size of earrings and doors for example).
I like the look of this set a lot.  It seems like the plants and creatures should be in the same perspective as the walls, barrels, etc.  Just not sure there are enough pixels to make them distinct.  Perhaps distinctive hats?
I'll try to change perspective of plants after I finish dwarves. Thanks for suggestion.
But I'm not sure if it'll be better to make creatures like this.

For now dwarves looks like this, I would like to know your opinion on that:
(http://i.imgur.com/dpijmgq.png)
In game:
Spoiler (click to show/hide)
Black background will be changed in the future.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: RoguelikeRazuka on August 30, 2015, 02:14:20 pm
I think they look too slim for the true dwarves. More of humans, in my vision.

Spoiler (click to show/hide)
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: Dirst on August 30, 2015, 02:59:35 pm
The most straightforward way to apply "dwarfism" to a humanoid sprite is to shorten the limbs and leave the head/torso alone.  This would even give you a tad of headroom so the humans and elves can appear taller.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on August 30, 2015, 03:52:42 pm
Thanks for your feedback!
I tried to make them more "dwarfish", made their limbs smaller and bellies bigger :D
Dwarves:
(http://i.imgur.com/3jpLTfx.png)
And game screenshot:
Spoiler (click to show/hide)
Is it better?
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: Dirst on August 30, 2015, 06:38:55 pm
Those are definitely dwarfier!  I don't know how you might go about putting the creatures in the same perspective as the walls and stuff, you know so it looks like their feet are under them.

No problem if it's infeasible, every other tileset does that Castle Wolfenstein mix of perspectives too.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on September 13, 2015, 05:11:05 pm
Hi there!
Sorry for late response, got some health problems, which will delay work a bit more unfortunately. Here's what I have for now:
(http://i.imgur.com/xX0hjht.png)
I tried to do something about dwarf perspective, but it doesn't work out sadly, so I'll stick to current time-tested perspective.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on September 19, 2015, 04:11:50 pm
Ok, dwarves should be done. Here's result:
Spoiler (click to show/hide)
Graphic is added to the pack.
Next I'll try to change the perspective of plants and start working on other humanoid races.
I'll be very grateful for any feedback!
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: Dirst on September 19, 2015, 05:34:38 pm
The baby with starter beard is awesome.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: nuget102 on September 28, 2015, 10:31:21 am
This is definitely interesting... PTW
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on October 01, 2015, 07:32:03 pm
The baby with starter beard is awesome.
They are dwarves after all! :D
This is definitely interesting... PTW
Thank you!

Got some update done. Changelog is small but hell it took quite some time to do ;) :
- changed plants (different perspective, smaller size, should fit tileset style better)
Spoiler (click to show/hide)
- new graphics for humans and elves
Spoiler (click to show/hide)
- some minor adjustments
Next goal is to make new graphics for goblins and kobolds, which shouldn't be that hard.
As usual, all feedback is very much appreciated.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on October 09, 2015, 06:01:47 pm
hey hey, update here:
- changed graphics for goblins and kobolds
Spoiler (click to show/hide)

This means that all intelligent races are done! I'd be very grateful for any feedback about their usability and aesthetics. ;)
Next goal is to make all animal graphics. I'll try to make more or less regular updates until it'll be done.

Edit: Not as regular as I want to, but:
- changed graphics for standard creatures
Spoiler (click to show/hide)
- changed graphics for domestic animals
Spoiler (click to show/hide)
- changed graphics for procedural monsters
Spoiler (click to show/hide)
- changed graphics for subterranean animals
Spoiler (click to show/hide)
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: RoguelikeRazuka on December 01, 2015, 07:57:25 am
The last update on Nov 27 is so great! I really like the style, the one reminds me of Nethack and DCSS tilesets.

PS I wonder why you didn't post a new message so that people could see your topic brought up in the list; the idea to specifically visit this thread came to my mind just by chance, otherwise I wouldn't know if you're still working on the tileset.
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: DragonDePlatino on December 01, 2015, 05:02:08 pm
Yep! No shame in double-posting if there's a substantial amount of new content. Your update also came over a month later which is easily safe enough for a double-post.

This looks really great so far! Your tiles have a nice balance of clarity and realism and I definitely agree with RoguelikeRazuka on the NetHack sentiment. Everything fits together stylistically and you've made good usage of your 24x24 space.

Also, it's nice to see that you're using GemSet raws. Glad I could get the boring work out of the way so you could focus on the important stuff. ;)
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on December 01, 2015, 07:08:52 pm
The last update on Nov 27 is so great! I really like the style, the one reminds me of Nethack and DCSS tilesets.

PS I wonder why you didn't posted a new message so people could see your topic brought up in the list; the idea to specifically visit this thread came to my mind just by chance, otherwise I wouldn't know if you're still working on the tileset.
Thank you!
PS You're right, I shouldn't be afraid of double (actually triple :P) posting, so from now on I'll make a new post at least when updates will be significant.

Yep! No shame in double-posting if there's a substantial amount of new content. Your update also came over a month later which is easily safe enough for a double-post.

This looks really great so far! Your tiles have a nice balance of clarity and realism and I definitely agree with RoguelikeRazuka on the NetHack sentiment. Everything fits together stylistically and you've made good usage of your 24x24 space.

Also, it's nice to see that you're using GemSet raws. Glad I could get the boring work out of the way so you could focus on the important stuff. ;)
Thanks! :)
The more I'm working on this set, the more I'm impressed by an amount of your work on raws and overrides. There's no way I'd start making graphic set without this stuff :D

I'm still working on animal graphics. There's quite a few other things I should do until 2016, but I'm trying to maintain momentum. So here it is - update 0.73:
- changed graphics for large tundra animals
Spoiler (click to show/hide)
- changed graphics for large temperate animals
Spoiler (click to show/hide)
- a bunch of small changes and fixes
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: ErdTod on December 03, 2015, 05:18:34 am
That tileset looks really nice. I htink I'll switch to it from the Phoebus one. Just waiting once any will be updates for the newest version of DF!
Title: Re: WIP 24x24 Graphic set, need some help with testing
Post by: utkonos on December 08, 2015, 02:19:26 pm
That tileset looks really nice. I htink I'll switch to it from the Phoebus one. Just waiting once any will be updates for the newest version of DF!
Thank you :)
My tileset is highly dependent on TWBT, so I can't really update it before release of new DFhack and TWBT. Non-TWBT version of tileset is possible, but unfortunately I don't have much time now, so I'm trying to focus on preparing main set for release. If anyone can make this version of tileset, it'd be awesome, but waiting a couple of weeks will do the job too :)

btw, small update 0.76 (for 0.40.24 version):
-changed graphics for a few tundra, taiga and mountain creatures
Spoiler (click to show/hide)
Title: Re: WIP 24x24 Graphic set
Post by: utkonos on January 09, 2016, 06:18:09 pm
Hi there, new update for you! :)
Changelog:
-finally updated for DF 0.42.03 (There's no TWBT for DF 0.42.04, so no elephant man for now). Also made a bookcase override, that don't work in current version of TWBT sadly.
Spoiler (click to show/hide)
-changed graphics for temperate, desert, river and lake animals. 9 graphic files left!
Spoiler (click to show/hide)
-couple of small bugfixes
Title: Re: WIP 24x24 Graphic set
Post by: funkydwarf on January 10, 2016, 10:09:26 pm
Nice work! I'm into it!
Title: Re: WIP 24x24 Graphic set
Post by: utkonos on February 07, 2016, 12:04:20 pm
Nice work! I'm into it!
Thank you!

Well, 42.04 screws me up pretty hard, a lot of work from nowhere. :)
But it's done. So here's update 0.87:
-updated for DF 0.42.05
  -added graphics to new giant and humanoid creatures and new reptiles
Spoiler (click to show/hide)
-changed graphics for large tropical animals
Spoiler (click to show/hide)
-A LOT of bugfixes and tweaks
Title: Re: WIP 24x24 Graphic set [TWBT 42.05]
Post by: DragonDePlatino on February 07, 2016, 04:03:26 pm
Absolutely stellar progress! I could see this tileset easily superceding GemSet if finished. It has the same brand of clarity but each graphic has a lot more work put into it. So far, the style seems like it would suit a lot of players' tastes much better.

If this project is finished I'd gladly advertise it in my sig and put a link in GemSet's thread. Got any ideas for a name yet?
Title: Re: WIP 24x24 Graphic set [TWBT 42.05]
Post by: Magnumcannon on February 08, 2016, 10:29:17 pm
This looks amazing! I'm definitely going to use it when it's finished.
Title: Re: WIP 24x24 Graphic set [TWBT 42.05]
Post by: mobucks on February 13, 2016, 10:09:29 am
What an accomplishment! Hats off to you and a hearty thanks as well!
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on February 13, 2016, 07:32:05 pm
Absolutely stellar progress! I could see this tileset easily superceding GemSet if finished. It has the same brand of clarity but each graphic has a lot more work put into it. So far, the style seems like it would suit a lot of players' tastes much better.

If this project is finished I'd gladly advertise it in my sig and put a link in GemSet's thread. Got any ideas for a name yet?
Thank you! Our Sets are pretty different in style so I don't think that superseding is an option  :P
If you'll decide to advertise my Set, I'll be very grateful! But you already did a lot for this Set, asking for advertisement would be impudent of me. As of a name, I haven't thought about it actually, I'm more focused on reaching release and keeping the momentum.
This looks amazing! I'm definitely going to use it when it's finished.
Thank you! There's 6 graphic lists left. After I'll finish it, I'll need to do a couple more tiles, make new font for text and fix a couple known issues. All in all I think it's about 1-1.5 month until release, no promises tho.
What an accomplishment! Hats off to you and a hearty thanks as well!
Thank you! This kind of feedback actually helps a lot :)

I added installation guide to the first post. English isn't my native language, so any feedback on it is highly appreciated.
Also here's a small update 0.88:
-checked compatibility with DF 0.42.06 (still need to wait for DFHack)
-changed graphics for remaining tropical animals
Spoiler (click to show/hide)
-some bugfixes
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: eharper256 on February 15, 2016, 03:34:09 pm
Looks great; I will definately use this when a LNP of 42.06 comes out.

Just needs a snappy name now!
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: Dirst on February 16, 2016, 01:45:18 pm
Looks great; I will definately use this when a LNP of 42.06 comes out.

Just needs a snappy name now!
Assembled Essential Images Of Utkonos

and sometimes

Assembled Essential Images Of Utkonos' Youth

:)
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: eharper256 on February 16, 2016, 02:44:31 pm
Utkonos' Really Immersive Set of Tiles? :P
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: DragonDePlatino on February 16, 2016, 09:42:43 pm
Looks great; I will definately use this when a LNP of 42.06 comes out.

Just needs a snappy name now!

Since it's a more serious offshoot of GemSet, maybe GrimSet or something to that effect?
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: Couchmonster on February 20, 2016, 08:27:39 am
I am sorry to ask, but how does it work without dfhack 42.06?
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on February 22, 2016, 03:20:01 pm
Gorgeous names you've got there, "URIST" one gave me a good chuckle :D
"GrimSet" sounds pretty suitable for this set. I'll think about name more in the future.
I am sorry to ask, but how does it work without dfhack 42.06?
Version of my set means, that my part of a job for 42.06 compatibility is done, and set would work as intended when DFHack and TWBT for 42.06 will be published. I'll add a clarification in the first post to avoid misunderstanding in the future. As of now, you can use this set with DF 42.05, it'll work fine.

However, here's next update 0.91 ("Annoying BIIIIIIIRDS ;_;" update):
-changed graphics for all birds
Spoiler (click to show/hide)
-changed all default creature tiles (main_map.png)
Spoiler (click to show/hide)
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: GoliBroda on February 24, 2016, 02:43:28 pm
Looks great but how to install it, if i copy files to game folder i cant see text and start game.
(http://i.snag.gy/IV4qj.jpg)
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on February 24, 2016, 04:28:32 pm
Looks great but how to install it, if i copy files to game folder i cant see text and start game.
There's installation guide in the first post of this topic. Keep in mind that (as I said in previous post) you can't use this Set with DF 0.42.06 until DFHack 42.06 is published. Until then use DF 0.42.05, follow guide and everything should work.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: Purdurabo on February 29, 2016, 03:25:44 pm
Just want to say thank you for making this fantastic tile set. For a new player, like me, it really is highly informative and intuitive not to mention it just looks so damn good.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on March 06, 2016, 12:55:40 pm
Just want to say thank you for making this fantastic tile set. For a new player, like me, it really is highly informative and intuitive not to mention it just looks so damn good.
Thank you :)

New update 0.93 for you:
-changed graphics for all ocean creatures
Spoiler (click to show/hide)
-a couple of bugfixes and tweaks

Also you can download DFHack 42.06 now, so you can use this Set with DF 0.42.06!
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: Couchmonster on March 12, 2016, 08:47:09 pm
Hi,

I started a fort with WIP and found a strange looking thing.
Jet doors are completly black blocks.
Limestone doors are fine.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on March 13, 2016, 09:23:58 am
Hi,

I started a fort with WIP and found a strange looking thing.
Jet doors are completly black blocks.
Limestone doors are fine.
Hi, thanks for your feedback!

Reason behind this bug is that Jet is actually black :D
I made some adjustments, that will mostly affect dark doors:
Spoiler (click to show/hide)
I'd like to know your opinion on that.
This fix will be included in a small update later today.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: Purdurabo on March 13, 2016, 11:48:30 am
Any chance you could somehow differentiate between lead, iron, pig iron and steel bars? Currently they all look the same.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on March 13, 2016, 02:18:43 pm
Any chance you could somehow differentiate between lead, iron, pig iron and steel bars? Currently they all look the same.
I can't do it unfortunately. There's only 3 colors I can specify for all grey metals. Background color isn't used for bars. And, as far as I know, you can't override tiles by their material, so I can't make separate tiles for these metals. Well it's not that bad to be fair, it's pretty hard to distinguish those bars in real life too :P
However, if anyone knows a way to do it, please tell me!

Nevertheless, as I promised, small update 0.94:
- changed graphics for bugs and snails
Spoiler (click to show/hide)
- some bugfixes
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on March 23, 2016, 06:55:23 pm
Hi again! I hate to doublepost, but it's probably worth.
Here is a last update before release (0.98):
- changed graphics for remaining underground creatures (all creatures should be done at this point)
Spoiler (click to show/hide)
- lots of changes in standard.png
Spoiler (click to show/hide)
- new tiles for tracks (finally!)
Spoiler (click to show/hide)
- a lot of bugfixes and tweaks

I've fixed all issues I know about/able to fix. Please tell me if you find any new bugs or just want to suggest something, so I can fix it before release.
Last thing I need to do is Text font. I don't really know how much time will it take tho.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: Purdurabo on March 23, 2016, 08:25:24 pm
great news. Love this graphic pack.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: Pvt. Pirate on April 05, 2016, 07:52:15 am
so far this looks awesome. it reminds me a lot of the "exile" game series. maybe you can use some of its tiles as inspiration too.
Title: Re: WIP 24x24 Graphic set [TWBT 42.06]
Post by: utkonos on April 05, 2016, 04:56:28 pm
Hello there!

Everything is finally done!
Without further ado, here's release update 1.0 (aka not WIP anymore!):
- new font (havily inspired by Dungeon font (http://www.dafont.com/dungeon-sn.font)) and UI design
Spoiler (click to show/hide)
- lots of changes in overrides_plants.png
- a lot of bugfixes, clean ups and tweaks

All game graphics should be done at this point, so if you find anything strange, please let me know.

I will update first post shortly.
PS: Done
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: Pvt. Pirate on April 05, 2016, 06:57:56 pm
this looks awesome, except the dwarves look like humans with strange posture.
i'm looking to using it soon!
for my 5:4 screen the font is too wide so the menu takes up almost 2/3 of the screen.
i guess i did something wrong so i can't use the standard font with your graphicset.
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: utkonos on April 05, 2016, 07:24:19 pm
for my 5:4 screen the font is too wide so the menu takes up almost 2/3 of the screen.
i guess i did something wrong so i can't use the standard font with your graphicset.
Size of the font should not be an issue - TWBT allows you to scale tiles and text independently.Standard font should be usable with this set as well.
Check versions of DFHack and TWBT you're using.
Maybe I can help you if you give me a screenshot of your game.
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: Pvt. Pirate on April 06, 2016, 03:57:19 am
...
Size of the font should not be an issue - TWBT allows you to scale tiles and text independently.Standard font should be usable with this set as well.
Check versions of DFHack and TWBT you're using.
Maybe I can help you if you give me a screenshot of your game.

i found it later: mea culpa - i didn't check if the line turned green, so the correct font wasn't installed :D
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: Urist McTeellox on April 13, 2016, 06:26:08 am
This is *beautiful*, and I'm using it now for my first DF game in over a year. Thank you *so* much!
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: Latta on April 13, 2016, 08:40:38 am
This is great, loving wall tiles... ;D
Just one problem, though; some of display colors of stones and gems don't match their color in raw, like mica(display: purple; raw: gray) and bloodstone(display: red; raw: green).
I loved mica until I found out that dwarves perceive it as plain gray... :(
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: Dirst on April 13, 2016, 04:11:58 pm
This is great, loving wall tiles... ;D
Just one problem, though; some of display colors of stones and gems don't match their color in raw, like mica(display: purple; raw: gray) and bloodstone(display: red; raw: green).
I loved mica until I found out that dwarves perceive it as plain gray... :(
To be fair, the stone template is gray, and as far as I know outside of gems not a single vanilla stone changes that.

Try to get dwarves with a favorite color of gray :)
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: utkonos on April 13, 2016, 04:17:09 pm
This is *beautiful*, and I'm using it now for my first DF game in over a year. Thank you *so* much!
Thank you! :)
This is great, loving wall tiles... ;D
Just one problem, though; some of display colors of stones and gems don't match their color in raw, like mica(display: purple; raw: gray) and bloodstone(display: red; raw: green).
I loved mica until I found out that dwarves perceive it as plain gray... :(
As Dirst said, all minerals are gray by default in DF. However, since my raws was already changed, I just added state colors to all stones/minerals/gems.  :P

So here it is, update 1.02:
- made font a bit bigger
- changed river/road tiles to curves instead of sharp angles
Spoiler (click to show/hide)
- added state colors to all stones/minerals/gems
Spoiler (click to show/hide)
Title: Re: Dungeon Set v1.0 [TWBT 42.06]
Post by: Latta on April 14, 2016, 04:33:54 am
Yay!
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: Purdurabo on May 14, 2016, 10:23:11 am
This has quick become my favourite tile set.
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: pondicherry on May 14, 2016, 10:44:45 am
Great Work, really.
Like it a lot.
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: DAOWAce on May 17, 2016, 09:13:05 pm
As a new player, this is one of the best graphic sets I've tried to play with.

However, there's some issues that are quite major to me:

1) It's basically impossible to see things that are highlighted.  I have to move the cursor off what's highlighted to see it.  (ex. open unit list)
2) It's hard to see certain other areas, like the bottom of the trade window for example.  I had to lean in close and really squint my eyes to read the text for trade value and all that.  Very very dark.
3) The up/down elevation triangles are kinda not there.  There is an indicator, but I actually can't tell what it's indicating.

I'd like to try and edit it to make those dark things I can't see actually visible, but as a newcomer I don't know how to do this.  Can anyone give me a pointer for what file text colors would be in?
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: Meph on May 17, 2016, 10:41:56 pm
data/init/colors.txt
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: Pvt. Pirate on May 18, 2016, 08:01:45 am
as i use the LNP, i use the red-green-colorblind preset, which really helps a lot.
at the moment i use phoebus, but mostly because i'm used to it.
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: utkonos on May 21, 2016, 06:36:12 pm
This has quick become my favourite tile set.
Great Work, really.
Like it a lot.
Thank you!
As a new player, this is one of the best graphic sets I've tried to play with.

However, there's some issues that are quite major to me:

1) It's basically impossible to see things that are highlighted.  I have to move the cursor off what's highlighted to see it.  (ex. open unit list)
2) It's hard to see certain other areas, like the bottom of the trade window for example.  I had to lean in close and really squint my eyes to read the text for trade value and all that.  Very very dark.
3) The up/down elevation triangles are kinda not there.  There is an indicator, but I actually can't tell what it's indicating.

I'd like to try and edit it to make those dark things I can't see actually visible, but as a newcomer I don't know how to do this.  Can anyone give me a pointer for what file text colors would be in?
Thanks for your feedback!
About issues:
1 and 2 are basically the same problem. I'll make text background a bit more transparent, this will make highlighted text more visible. If you don't want to wait for next release, download this (http://i.imgur.com/Y3Wv4wc.png) file and save it as curses_1280x600.png in "your DF folder"\data\art\
3. I kinda hate these triangles, that's why I use "hillocks" to mark ramps :) I can do "triangle" version of set, don't know how many people want this tho.

As of right now I have not much time to work on set, so I can't promise fast update, but hopefully I can update it when DFHack and TWBT for 0.43 would be ready.
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: DAOWAce on May 23, 2016, 05:58:46 am
I'm.. not seeing any difference between the files?

They both look identical no matter my image viewer, and ingame it doesn't appear to have changed anything.  They're only very slightly different size in bytes.


I had tried to resort to increasing LGRAY after Meph's post (thanks; discovered this http://kurokikaze.github.io/cinnabar/), but it brightened up other areas of the game with not too much change in visibility.  Seems like by default the text color is controlled by BLACK (which shouldn't be changed?), and the background highlighting is the LGRAY.  However, increasing LGRAY actually made both the normal text and highlighting brighter, which didn't make much sense..

I guess it's different with this graphic set because the font is actually its own stylized color and not white/purple, so adjusting colors can't be the solution?

Shame the game's text colors are hardcoded to be shared with the tile graphics.. would make it so easy to have custom preferences if they were split.

And as for the ramp thing; the current icon is just hard for me to see.  Upon re-inspection, it seems it's just a flat icon for a ramp indicator, it does not have a separate indication for up or down like I initially thought was there. -Edit: Turns out multilevel is effectively removing the slightly different visible effect for "down ramp", turning it into an empty hole. - That's kind of the problem; I have to check what direction it's going.  Add onto that the fact that some tiles are very dark (ex. obsidian) and it's just pretty hard to even see that it's a ramp indicator.  Maybe I'll start to get used to it after extended play, but right now it's a problem for me (especially after watching so many LPs and tutorials where everyone has clear triangle indicators).

Personally, I think I'll have to brighten up everything by ~20% to cope with my monitor calibration (black is actually black; not dark grey like most people), just because this tileset is quite a dark one.

Edit: Did take some sample images to showcase the problem for other people:

Text highlight: http://i.imgur.com/u1s78gk.png  (I didn't even notice I was highlighting somebody for many hours of my first play session; thought it was a top border)
Ramps and dark text on main UI: http://i.imgur.com/1jar1JU.png   (the ramps just look like pitch black boxes on my screen)
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: utkonos on May 23, 2016, 02:14:41 pm
Looks like I messed up the link, sorry. This (http://s33.postimg.org/fxf50jg5r/curses_1280x600.png) should do the trick.
In game it should look like this:
Spoiler (click to show/hide)
As for the ramps, there's no downward ramp at all when you use multilevel, it is like that for every tileset. So if you see a ramp, it's always an upward one, either on this level, or on a level below. You can tweak shadow and fog color/density to make levels more distinct in DungeonSet/raw/onLoad.init (more info about it here (https://github.com/mifki/df-twbt#multi-level-rendering))
PS Your second picture doesn't work for some reason. If you have a picture with obsidian ramp, or even better - a save file I can use to reproduce a problem, it'll be very helpful.
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: DAOWAce on May 24, 2016, 10:49:49 am
Accidentally deleted the wrong file on imgur; had to retake the shot: http://i.imgur.com/1jar1JU.png  (also fixed above link)  Note this is with my 20% increased brightness, unlike before.

I guess the videos I was watching all had multilevel disabled. Shame, I really love it (plus it kinda screws with the graphic set if it's disabled by introducing ASCII characters on lower levels).

Will test the updated font file; thanks!

Edit: Wow, it changes some of the colors.  That's really interesting.  Whyyyy is DF coded this way?!  Still, I can read things reasonable enough, so I'll accept the compromise here.  Any more and it'll probably totally wreck the color of certain things.
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: jecowa on June 24, 2016, 11:47:41 am
utkonos, are you okay with your graphics pack being included in Lazy Newb Packs?
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: utkonos on June 25, 2016, 01:23:13 pm
utkonos, are you okay with your graphics pack being included in Lazy Newb Packs?
yup, sure.

Keep in mind, that my set depends on TWBT which isn't updated for 43.04 yet. Currently I'm working on non-TWBT version of set (using same RAWs) but it is not done yet. 43.04 update with a few fixes is done but I'll post it when TWBT would be published to avoid any misunderstanding with versions.

PS: I don't know if it's important for you, but this set uses slightly modified RAWs from GemSet (tile numbers and colors of plants/gems, colors of some stones are changed for aesthetic purposes).
Title: Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
Post by: utkonos on June 28, 2016, 06:54:24 pm
Ok, here's an update 1.03 for DF 0.43.03. Keep in mind, that DFHack is still in alpha stage, so it can be buggy.
Small changes were made:
- fixed interface color and made shadow more distinct for multilevel users
Spoiler (click to show/hide)
- added patch for those of you who likes classic triangle ramps
Spoiler (click to show/hide)
- some tweaks and bugfixes
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Pvt. Pirate on June 29, 2016, 04:29:30 am
too bad it only looks this good when using your colour-scheme, but i need one for red-green-blindness (more explicit greens and reds to distinguish between yellow and green or orange and bright green).
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: jecowa on June 29, 2016, 05:08:04 am
You might try the color-blind version of Dawnbringer:


Edit: Preview picture
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Pvt. Pirate on June 29, 2016, 07:14:47 am
thanks, i'll try it.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: utkonos on June 29, 2016, 01:26:42 pm
Unfortunately (or fortunately  ???) I can't really make colorblind scheme look good myself. However, if scheme posted by jecowa works fine, please let me know, so I'll add it to the main post for those who needs it (or send me a pm so we can find a way to do a good colorblind scheme if you willing to).
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Pvt. Pirate on July 05, 2016, 05:42:25 am
the trick is to create colours like the 16 colours palette.
they are mostly clean and unconfusable. if looked at the rgb codes, they form strong contrasts in each subpixel eg. green = 0R 255G 0B
don't use pastel tones, as they contain less light and the people already have not enough properly working cone cells https://en.wikipedia.org/wiki/Cone_cell for that color.
even in the already contained colorblind scheme, i get a headache when searching for an embark-place.
with all those flashing green X and that one yellow X, i have real trouble finding where the yellow one is.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: jecowa on July 05, 2016, 09:56:29 am
It's still probably hard to design a color scheme for the color blind without knowing if two colors look good together for a color-blind person.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Dirst on July 06, 2016, 03:06:19 pm
even in the already contained colorblind scheme, i get a headache when searching for an embark-place.
with all those flashing green X and that one yellow X, i have real trouble finding where the yellow one is.
I have this problem with normal color vision in the default palette.  Some of DF's color choices are simply unfortunate.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: DragonDePlatino on July 07, 2016, 03:18:32 am
Unfortunately (or fortunately  ???) I can't really make colorblind scheme look good myself. However, if scheme posted by jecowa works fine, please let me know, so I'll add it to the main post for those who needs it (or send me a pm so we can find a way to do a good colorblind scheme if you willing to).

Making a colorblind scheme isn't too difficult. Take any existing scheme, make an image out of the colors (like the preview jecowa showed) then run it through a daltonize filter. Afterwards, use a colorpicker on the image to get the daltonized colors. There are browser plugins, online tools and photoshop plugins that let you daltonize images. I'd recommend searching for one you like and using that.

Now that I think about it, someone could write a simple tool that daltonizes DF colorscheme files. It's just a simple algorithm (http://www.daltonize.org/search/label/Daltonize) that recolors an image to increase the contrast between red and green. A checkbox option in utilities like the LNP for colorblind-deficiency, maybe? Hmm!
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Meph on July 08, 2016, 04:17:02 am
Here you go. colorblind scheme.

Code: [Select]
for colorblind people
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:48]
[BLUE_G:51]
[BLUE_B:106]
[GREEN_R:52]
[GREEN_G:91]
[GREEN_B:10]
[CYAN_R:97]
[CYAN_G:142]
[CYAN_B:225]
[RED_R:174]
[RED_G:73]
[RED_B:113]
[MAGENTA_R:117]
[MAGENTA_G:75]
[MAGENTA_B:164]
[BROWN_R:211]
[BROWN_G:142]
[BROWN_B:88]
[LGRAY_R:134]
[LGRAY_G:146]
[LGRAY_B:153]
[DGRAY_R:77]
[DGRAY_G:73]
[DGRAY_B:79]
[LBLUE_R:89]
[LBLUE_G:117]
[LBLUE_B:188]
[LGREEN_R:109]
[LGREEN_G:157]
[LGREEN_B:12]
[LCYAN_R:109]
[LCYAN_G:177]
[LCYAN_B:158]
[LRED_R:219]
[LRED_G:112]
[LRED_B:166]
[LMAGENTA_R:215]
[LMAGENTA_G:140]
[LMAGENTA_B:234]
[YELLOW_R:219]
[YELLOW_G:215]
[YELLOW_B:95]
[WHITE_R:223]
[WHITE_G:235]
[WHITE_B:206]
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Pvt. Pirate on July 24, 2016, 07:06:27 am
thanks, i'll try that one.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Meph on October 03, 2016, 06:41:15 am
I do have a question:

Why do you have those in the d_init:
Code: [Select]
[TRACK_RAMP_N:30]
[TRACK_RAMP_S:30]
[TRACK_RAMP_E:30]
[TRACK_RAMP_W:30]
[TRACK_RAMP_NS:30]
[TRACK_RAMP_NE:30]
[TRACK_RAMP_NW:30]
[TRACK_RAMP_SE:30]
[TRACK_RAMP_SW:30]
[TRACK_RAMP_EW:30]
[TRACK_RAMP_NSE:30]
[TRACK_RAMP_NSW:30]
[TRACK_RAMP_NEW:30]
[TRACK_RAMP_SEW:30]
[TRACK_RAMP_NSEW:30]

yet in the overrides:
Code: [Select]
[OVERRIDE:30:T:StoneRampTrackN:6:60]
[OVERRIDE:30:T:StoneRampTrackS:6:61]
[OVERRIDE:30:T:StoneRampTrackW:6:62]
[OVERRIDE:30:T:StoneRampTrackE:6:63]
[OVERRIDE:30:T:StoneRampTrackNS:6:64]
[OVERRIDE:30:T:StoneRampTrackEW:6:65]
[OVERRIDE:30:T:StoneRampTrackNE:6:66]
[OVERRIDE:30:T:StoneRampTrackNW:6:67]
[OVERRIDE:30:T:StoneRampTrackSE:6:68]
[OVERRIDE:30:T:StoneRampTrackSW:6:69]
[OVERRIDE:30:T:StoneRampTrackNEW:6:70]
[OVERRIDE:30:T:StoneRampTrackSEW:6:71]
[OVERRIDE:30:T:StoneRampTrackNSW:6:72]
[OVERRIDE:30:T:StoneRampTrackNSE:6:73]
[OVERRIDE:30:T:StoneRampTrackNSEW:6:74]

[OVERRIDE:31:T:StoneRampTrackN:6:75]
[OVERRIDE:31:T:StoneRampTrackS:6:76]
[OVERRIDE:31:T:StoneRampTrackW:6:77]
[OVERRIDE:31:T:StoneRampTrackE:6:78]
[OVERRIDE:31:T:StoneRampTrackNS:6:79]
[OVERRIDE:31:T:StoneRampTrackEW:6:80]
[OVERRIDE:31:T:StoneRampTrackNE:6:81]
[OVERRIDE:31:T:StoneRampTrackNW:6:82]
[OVERRIDE:31:T:StoneRampTrackSE:6:83]
[OVERRIDE:31:T:StoneRampTrackSW:6:84]
[OVERRIDE:31:T:StoneRampTrackNEW:6:85]
[OVERRIDE:31:T:StoneRampTrackSEW:6:86]
[OVERRIDE:31:T:StoneRampTrackNSW:6:87]
[OVERRIDE:31:T:StoneRampTrackNSE:6:88]
[OVERRIDE:31:T:StoneRampTrackNSEW:6:89]

You list all the Ramp Tracks twice, with tile 30 and tile 31, although as far as I understand it, only tile 30 exists ingame.

That makes 6 x 15 overrides that are not used, for Stone, Mineral, Feature, Frozen, Lava and Constructed Ramps.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: utkonos on October 03, 2016, 02:35:30 pm
Yea it's a mistake. It comes from GemSet overrides I've used. DragonDePlatino probably tried to override downward track slopes for "multilevel 0". But downward track slope rendered as regular slope in DF (this is tile 31 you mentioned) and it is not named as track ramp, so it can't be overridden unfortunately  :(
Since it doesn't affect players I'll remove these overrides next major update.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: DAOWAce on October 05, 2016, 01:45:45 pm
While we're at the questions, any reason why the graphics turn into ASCII characters when multilevel is disabled?

I've recently learned that apparently multilevel is causing the fairly frequent crashes I've been experiencing in my times playing DF, but disabling it kinda screws up the graphic set due to the above issue.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: jecowa on October 05, 2016, 02:06:48 pm
That sounds more like you are disabling graphics than disabling multilevel rendering. If it wasn't for the fact that you were running Dungeon Set, I would guess that you were completely removing TwbT instead of disabling only its multilevel feature. But disabling TwbT in Dungeon Set should actually turn all the text characters into creature sprites and stuff. I don't think it makes any sense that disabling multilevel in Dungeon Set would turn the graphics into ASCII characters.

Are you disabling multilevel by deleting the "multilevel 5" line from the /Dungeon Set/raw/onLoad.init/ file? Or are you disabling multilevel by deleting the entire /Dungeon Set/raw/onLoad.init/ file? (Either method is fine and should work fine.)
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: DAOWAce on October 06, 2016, 12:43:57 am
'multilevel 0' in dfhack's console after the game starts up (after I loaded my world too).

Still didn't fix my TWBT crash though..  Maybe I have to stop multilevel from even initializing at all?
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: jecowa on October 06, 2016, 01:02:05 am
'multilevel 0' in dfhack's console after the game starts up (after I loaded my world too).

Still didn't fix my TWBT crash though..  Maybe I have to stop multilevel from even initializing at all?

It would probably be worth disabling multilevel in your init files anyway to save yourelf from typing "multilevel 0" into the Terminal every time.

I think Dungeon Set still includes an init file that turns multilevel on by default. It would be located in /Dungeon Set/raw/onLoad.init. There also may be some other init files in your Dwarf Fortress folder that are making it on by default. Some Lazy Newb Packs might have an init file (or several) in there that turns it on.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: utkonos on October 06, 2016, 12:29:50 pm
Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem. As of now I can't reproduce this (or maybe I misunderstand you).
And don't hesitate to report any problems, there's no reason to wait for Meph to start questioning me :)).
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: DAOWAce on October 07, 2016, 05:12:51 pm
Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem.

Multilevel on (http://i.imgur.com/fh6acHx.png)
Multilevel off (http://i.imgur.com/zN7hIr9.png)

It's probably by design, but it just looks weird.  In other graphic sets I've just seen the entire area go blue or something solid, not dotted multicolor like this.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: utkonos on October 08, 2016, 07:17:40 am
Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem.

Multilevel on (http://i.imgur.com/fh6acHx.png)
Multilevel off (http://i.imgur.com/zN7hIr9.png)

It's probably by design, but it just looks weird.  In other graphic sets I've just seen the entire area go blue or something solid, not dotted multicolor like this.

Oh, got it. That's actually default DF look :) 
It looks similar in other sets, but usually background is colored.
It's quite easy to change, try this (http://rgho.st/8rznBGtNN) for example (or this (http://rgho.st/6YfRV4zKK) one if you prefer triangle ramps). Put this file in DungeonSet/data/art.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: DAOWAce on October 15, 2016, 10:32:56 am
Could you have a look at my post here and the next post by mifki?

http://www.bay12forums.com/smf/index.php?topic=138754.msg7215990#msg7215990

It's about a crashing issue with TWBT.  Just wondering if anything can be done in the graphic set to possibly fix or reduce the frequency of the issues (phantom tiles or crashing depending on redraw method).
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: utkonos on October 16, 2016, 08:41:27 am
Could you have a look at my post here and the next post by mifki?

http://www.bay12forums.com/smf/index.php?topic=138754.msg7215990#msg7215990

It's about a crashing issue with TWBT.  Just wondering if anything can be done in the graphic set to possibly fix or reduce the frequency of the issues (phantom tiles or crashing depending on redraw method).
Well, there is one thing that can be done with it. But first of all what is phantom tiles? Usually the reason of this problem is as follows:
Let's say we got 2 objects in game both of which use the same tile. I use overrides to make these objects have different tiles. But DF doesn't know about overrides. So it thinks that our objects look the same and redraws only tiles that have changed when you moved your screen. And we got this "phantoms". Forced "redraw all" fixes it.

There is only one way I can remove this phantom tiles - make these 2 objects look the same in my Set. To do it I need to know what tiles are "phantoms". Can you provide some screenshots of your problem?
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Pvt. Pirate on October 16, 2016, 05:37:35 pm
having the same problem with phoebus and forceredraw is not an option as it makes the game crash more often.
as you explained the problem, maybe it can be fixed in a future update of the basegame.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: DAOWAce on October 16, 2016, 07:47:28 pm
There is only one way I can remove this phantom tiles - make these 2 objects look the same in my Set. To do it I need to know what tiles are "phantoms". Can you provide some screenshots of your problem?
There's like.. tons of different tiles that appear all over, from farm plots to items (especially equipment) to blocks to floors.. it's kinda insane.  Turning off varied ground now did help a bit, but there's still a few things that glitch out 100% (like farms with plants in them).  I wouldn't want the graphic set to have reduced variety just because of a base game issue with overrides. (Also, what about the unneeded overrides mentioned by Meph above? Would removing them do anything or are they not processed by the game?)

That said, it looks like mifki has discovered the cause of the crashing with redrawing: http://www.bay12forums.com/smf/index.php?topic=138754.msg7219820#msg7219820

Hopefully this will no longer be an issue soon.  I'm too dumb to help with programming stuff, so I wish them luck!
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: utkonos on October 17, 2016, 09:04:40 am
Waiting for mifki to fix TWBT would be the best solution then.
As of unneeded overrides - it's just overrides that never used in the game. They shouldn't affect you in any way.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Dirst on October 17, 2016, 09:06:45 am
Waiting for mifki to fix TWBT would be the best solution then.
As of unneeded overrides - it's just overrides that never used in the game. They shouldn't affect you in any way.
All of the overrides are smooshed together into a texture which then uses up video memory, so on modest hardware it can cause an issue.
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: Chaosegg on February 26, 2020, 11:51:19 am
Is this still being updated for current versions of the game?
If not, could someone suggest something similar that is up to date (47.03 preferably)?

I still haven't really been able to tell [from this thread] what the new ramps look like...
could someone post an image perhaps for all the other lazy people like me who are curious?

Beautiful set by the way; I'm just about to install TWBT and the other Start Pack stuff (DFHack etc), and try the new DF version...
I was going to stick with my tried-and-true Ironhand set,
but I saw a reference to DungeonSet being one set included in Starter Packs. I presume that it won't work with the very latest DF version though?
Unless this tileset is being continued in another thread/place that I have missed somehow?

Thanks for all your hard work improving the game & community!
Title: Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
Post by: jecowa on February 26, 2020, 08:03:36 pm
DungeonSet for DF v0.47.x: https://www.mediafire.com/file/j3gzdhzjyjk6vd8/DungeonSet_DFv0.47.x.zip/file

I haven't tested the altar, display case, pedestal, and dice yet. They should look like tables, cabinet, and toy.