Thanks for your reply!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'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.
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.
The baby with starter beard is awesome.They are dwarves after all! :D
This is definitely interesting... PTWThank you!
The last update on Nov 27 is so great! I really like the style, the one reminds me of Nethack and DCSS tilesets.Thank you!
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.
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.Thanks! :)
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. ;)
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 :)
Nice work! I'm into it!Thank you!
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.Thank you! Our Sets are pretty different in style so I don't think that superseding is an option :P
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?
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 :)
Looks great; I will definately use this when a LNP of 42.06 comes out.Assembled Essential Images Of Utkonos
Just needs a snappy name now!
Looks great; I will definately use this when a LNP of 42.06 comes out.
Just needs a snappy name now!
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.
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.
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 :)
Hi,Hi, thanks for your feedback!
I started a fort with WIP and found a strange looking thing.
Jet doors are completly black blocks.
Limestone doors are fine.
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
for my 5:4 screen the font is too wide so the menu takes up almost 2/3 of the screen.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.
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.
This is great, loving wall tiles... ;DTo be fair, the stone template is gray, and as far as I know outside of gems not a single vanilla stone changes that.
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... :(
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... ;DAs 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
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... :(
This has quick become my favourite tile set.
Great Work, really.Thank you!
Like it a lot.
As a new player, this is one of the best graphic sets I've tried to play with.Thanks for your feedback!
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?
utkonos, are you okay with your graphics pack being included in Lazy Newb Packs?yup, sure.
even in the already contained colorblind scheme, i get a headache when searching for an embark-place.I have this problem with normal color vision in the default palette. Some of DF's color choices are simply unfortunate.
with all those flashing green X and that one yellow X, i have real trouble finding where the yellow one is.
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).
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]
[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]
[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]
'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?
Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem.
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.
Could you have a look at my post here and the next post by mifki?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:
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).
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?)
Waiting for mifki to fix TWBT would be the best solution then.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.
As of unneeded overrides - it's just overrides that never used in the game. They shouldn't affect you in any way.