Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Vanst7 on September 28, 2014, 10:02:08 pm

Title: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on September 28, 2014, 10:02:08 pm
Hello guys, i'm currently working on that tileset. I'm not really a pixel artist but the idea was to try to make a tileset where the creature and everything would be more visible, i guess.

I still have a lot to do on it, like changing the rocks (when i would know how to do it ^^). I post this here to kinda have some advise from the forum. I'm really newbie with the tileset thingy.
So please if you have any criticism feel free to  let me know.

The tileset is mainly created to be used with TWBT and should be used with costum colors because with the default one it doesnt look really good.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

(http://imagik.fr/uploads/124865)

Thanks for your times guys and sorry for my bad english.
Title: Re: Working on a tileset - TWBT
Post by: dwarf_reform on September 28, 2014, 10:56:40 pm
I like what is there so far.. Reminds me of a board game :) People will be able to form a better opinion on the set when you've got some creature sprites up and running :> Don't give up on it!
Title: Re: Working on a tileset - TWBT
Post by: CLA on September 29, 2014, 04:34:24 am
Fuck me, that grid thing looks great. The distinction between lower and upper levels works really well. I think I'm gonna steal that for lower elevation.
Good work so far!
Edit: Woah that really does work well (http://imgur.com/jHn5EaV). I also made the down ramp smaller, makes it easier to distinguish. You might want to steal that back :).

EDIT: AW FUCK NOT AGAIN. I keep forgetting to insert the link.
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on September 29, 2014, 06:46:17 am
Woah that really does work <link to localhost>
Please...
i'd like to compare it
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 29, 2014, 06:02:10 pm
Thanks for all the reply! I wasnt able to do much right now, since i was trying to figure out how to change tiles. So i did search the net a lot without any success. I made some changes for the leaves on the trees so it fits better the rest of the tileset. I kinda wanted that the leaves in autumn just changes colors, but i just dont know how to do it. If anyone could point me out a tutorials how to change tiles i would appreciate it. (i'm noob)

(http://imagik.fr/uploads/125091)

Thanks CLA and dwarf_reform ! So it would be better if i make the arrows smaller? i'll try that thanks!
Title: Re: Working on a tileset - TWBT
Post by: Cptn Kaladin Anrizlokum on September 29, 2014, 06:08:41 pm
It does look nice, but the ramps are a bit hard to spot, possibly add some shadow?

I do like it, and would consider using it once you finish. It does need work, but you are just starting. Well done!
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 29, 2014, 10:23:56 pm
Finnaly i figured out how to change tiles, toying with the raws.

(http://imagik.fr/uploads/125098)

Captn Kaladin Anrizlokum, true the ramps was not really good as they was, i made them much clearer now.
Now that i know how to change tiles i can finnaly work on it.
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on September 30, 2014, 01:15:34 am
dude. please, continue :)
oh btw,
1. you can set pillar/tree trunk tile in d_init.txt. No need to draw O like this
2. i see that you started with vanilla curses_16x16. Point is, it's just a scaled version of default non-square tileset and contains huge amount of artefacts (see % and £ at last screenshot). consider fixing it
3. and yes ramps are completely hidden now
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 30, 2014, 03:10:58 am
Thanks, HaterSkater! Yes, i do saw pretty late that i could change the trunk in the init, silly me. Ya i used the curses 16x16 but i do plan to change all tiles because yes they kinda are distorded.
I still making some progress and keep changing everything. =S I did some rock wall to kinda looks like rock. But since my tileset is pretty simplistic they all looked out of place. So i scrached that and made them plain, until i find a good way that will fit better.

(http://imagik.fr/uploads/125104)

I don't think my tileset would look amazing like yours HaterSkater. I really like your tileset it looks georgous.

Title: Re: Working on a tileset - TWBT
Post by: CLA on September 30, 2014, 03:31:09 am
Maaaaaan, those subdivided leaves and catkins! Those look seriously great. If you continue like this, I might just stop doing my own set and use yours.
Edit: have you tried removing another line of pixels on the outside of down ramps? I think that would look better.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 30, 2014, 08:37:11 am
Hey, thank you really much CLA! Yes, in the old design i had, i tried to make the downward ramp the same size as the lower elevation, but it was hard to see.
Now that you talk about it, i tried with the new grid i have and it work well i think, thanks.

(http://imagik.fr/uploads/125143)
Title: Re: Working on a tileset - TWBT
Post by: Vherid on September 30, 2014, 08:44:32 am
I like what's going on here, block based designs are nice. I really like what you did for the tree leaves. Hope you plan on fixing that text though.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 30, 2014, 09:54:09 am
Thank you Vherid! Actually, i'm currently using one of your color scheme, it's the bone one if i remeber correctly. I was planning on making my own color scheme but yours looks really great.

A little screenshots in autumn over a river. In game it looks better because you can actually see the river flowing under the trees.

Spoiler (click to show/hide)


EDIT: Ok something is bugging me right now. Since i made the downward ramp smaller i find that it look better on high elevation. My problem is that i find that the pound looks worse. I dont really know what trade off would worth more. I got a comparison screenshot here.

Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: CLA on September 30, 2014, 11:36:44 am
pound
You mean pond? The small lake? Or the british pound symbol?
I assume you mean the water.
You could try making the water tiles smaller (as in, give it a black border), but that would look odd on fields and sand. Otherwise, there's no real way around it.
Maybe you could request separate graphics for submerged ramps in the TWBT thread and give those a blue background.
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on September 30, 2014, 11:48:49 am

A little screenshots in autumn over a river. In game it looks better because you can actually see the river flowing under the trees.

Spoiler (click to show/hide)


YES! yellow autumn!
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 30, 2014, 12:28:29 pm
pound
You mean pond? The small lake? Or the british pound symbol?
I assume you mean the water.

Oups! Sorry english is not my primary language, ya i mean a pond. Usually when i'm not sure how to write a word on english i search the net for the right prononciation but this one i was sure thats how you write it. Ya, i kinda wants to switch back to the other ramp. I'm only using  TWBT right now for the text, i don't really use the overides. Just having to modify the raws give me headaches ^^.

YES! yellow autumn!

YES! That's probably one of the main thing i like the most from the last big update. That we can see the leafs changing colors by the seasons and falling from the trees.
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on September 30, 2014, 07:16:41 pm
YES! yellow autumn!

YES! That's probably one of the main thing i like the most from the last big update. That we can see the leafs changing colors by the seasons and falling from the trees.

I mean it's red by default, but switching leaves colour to yellow is great idea i'm going to steal some day 8)
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 30, 2014, 08:19:01 pm
Hum, when i first saw your message i was like 'uh oh, i messed up somthing', because i did'nt change anything on the colors. If so then i'm lucky. So i went in game  and the leaves seems to change to red later on. Maybe some trees acts differently?

But i didnt know we could do that. Is it possible to alternate some colors? Like some trees having orange color, red and yellow?

(http://imagik.fr/uploads/125242)

edit: Im my game actually they started yellow, then orange and finnaly red.
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on September 30, 2014, 09:05:01 pm
But i didnt know we could do that. Is it possible to alternate some colors? Like some trees having orange color, red and yellow?

1. goto raw/objects/plant_new_trees.txt
2. find desired tree
3. goto section starting with [GROWTH:LEAVES]
4. find lines with [GROWTH_PRINT:...<numbers>...] and change colours.

I don't remember exact syntax but, in case of 'peach', in line
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
numbers i marked red somehow affect showing tile (someone, who know how, is requested here)
and numbers marked green affect it's colour
0:209999:1 stands for time of colour change. if you aren't going to make gameplay mod — ignore it.

And so for peach as a deciduous tree you will have four entries for stances of leave growth, 1 normal and 3 for autumn. Fix them as you like and then, in next section you also may alter colour (and even tiles) of it's flowers and fruits

P.S. about that red numbers: every tree uses code 0:6 for leaves, but thing that disturbs me is the fact that actual "branches with leaves" tile is defined in d_init.txt (default is ¼ with code 172, not 6). Flowers and fruits on trees may be altered in raws with no problem
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on September 30, 2014, 10:49:17 pm
But i didnt know we could do that. Is it possible to alternate some colors? Like some trees having orange color, red and yellow?

1. goto raw/objects/plant_new_trees.txt
2. find desired tree
3. goto section starting with [GROWTH:LEAVES]
4. find lines with [GROWTH_PRINT:...<numbers>...] and change colours.

I don't remember exact syntax but, in case of 'peach', in line
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
numbers i marked red somehow affect showing tile (someone, who know how, is requested here)
and numbers marked green affect it's colour
0:209999:1 stands for time of colour change. if you aren't going to make gameplay mod — ignore it.

And so for peach as a deciduous tree you will have four entries for stances of leave growth, 1 normal and 3 for autumn. Fix them as you like and then, in next section you also may alter colour (and even tiles) of it's flowers and fruits

P.S. about that red numbers: every tree uses code 0:6 for leaves, but thing that disturbs me is the fact that actual "branches with leaves" tile is defined in d_init.txt (default is ¼ with code 172, not 6). Flowers and fruits on trees may be altered in raws with no problem

OMG, thank you a lot!! I was really wondering what the numbers after was. Its make sense now. So the first 3 green letters represent the 3 stages of colors, and i guess the counter start when autumn start? So i guess the big number represent the number of frames before changing colors?

Seriously thank you, the raws thing kinda start become clearer now. ^^
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 01, 2014, 09:42:34 pm
Ok, i kinda decided to stop working on that tileset, it just doesnt work. It wasnt looking good anyway. The only thing i liked was the leaves but autumn made me hate them. When the leaves falls from the trees they looks like brown leaves and not branch. I didnt like it.

But working on that tileset kinda made me addicted to make tileset, i just spend my free time doing that and i dont even play the game anymore^^. So i decided to restart from scratch. And since i'm not really a good pixel artist, i kinda choose to give me more space by using a bigger tileset. Anyway theres already a lot of good 16x16 tileset, i would not really contribuate to the community by just doing another one. So, i decided to use 20x20.

Again, i focused pretty much on the trees. Trying to get a set up that would work in every seasons. Got a screenshot of what i've done so far.

Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on October 02, 2014, 02:48:08 am
You may realise idea i had now and made ground tiles pattern based on Nelumbo Nucifera (google it) because trees do fit this style :)
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 02, 2014, 08:35:28 am
You may realise idea i had now and made ground tiles pattern based on Nelumbo Nucifera (google it) because trees do fit this style :)

OMG, thank you so much, HaterSkater. You're my savior! Honestly yesterday, after posting my post, i was wondering how i'm gonna make my floor tiles. I really could'nt find any good idea that will fit. Then this morning i saw you're post about Nelumbo Nucifera. I had no idea what you were talking about. So i went on google search for it, then stumble on that weird looking flower that i never saw before. Then i got a flash, and all the design naturally came after it. I'm not sure if what i did, was what you had in mind.

That's why i like posting about my progress. You can get some advice from pro to really help you out. After i did my floors, bush and some placeholder for boulder and ramp, my branchs and leaves, just looked out of place. I will admit that these branch i just did some randoms brush strokes and 'tada' theres some branchs and leaves. They didnt looked good but it kinda got the job done. Now i did the leafs and branchs from scratch. Pixel by pixel trying to get a pattern that will somehow match the rest of the tileset. And i did some fixes on the big branchs and the trunk.

Here a screenshot to show my progress.

Spoiler (click to show/hide)

Edit: After posting that screenshot, the colors seems weird. What i mean, is the floor colors seem maybe a little too flashy compared to the trees. Hum, i would need to find a way to fix that.
Title: Re: Working on a tileset - TWBT
Post by: CLA on October 02, 2014, 09:16:31 am
Make they greyer instead of pure white to tone down the intensity a bit.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 02, 2014, 11:49:35 pm
Ok, i wanted to start working on my tileset again but now that i looks a it now, i just hate everything on it. I was about to give up. My main plan when doing a tileset, was to try to achieve some good looking trees. That would look like leaves and branchs and when the leaves falls off, would look like branch. I kinda failed on both side. I want to give props to all the pixels artists on this forum. You guys are amazing, it's really hard to achieve what you have in mind working with so little pixel. So props to all of you.

But i got an idea. I reminded one of the post of ironhand on the tile magic. ( http://www.bay12forums.com/smf/index.php?topic=56775.0 ).

I kinda studiying the raws to see how to achieve something like this. But i have no clue, and don't know if it would work on the plan i have in mind. My idea is to kinda make some a branch pattern that i would use for when the leaves falls from the tree. So the color would be brown. And for when the leaves are on the branchs, use green for the background color and brown for the foreground one. So would still see the branch and leaves together, kind of.

I don't know if my explanation is clear but i got no idea how that works. If someone have any clue if this is possible and how to do it, can you please explain it to me? I would appreciate it. Thanks!
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 03, 2014, 04:32:01 am
Nevermind my last post.

All my tiles right now, was replacing letters on my tileset, to kinda try to get a plan how i wanted the trees to looks like and because i didnt know how to use TWBT overides. So i decided to tranfert everything on TWBT overides after i figured out how to do it. Anyway, it was hard to play since every animals was looking like branches and trunks.

So i mainly got all the tiles i had done so far on the overides and did some tiles that was missing. Man lol, those trees now looks a little bit weird. Some of the things i had in mind works but ... this screenshot would probably explain it better. Be ready for some weirdness.

Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on October 03, 2014, 04:34:19 am
+ for 2x2 trees, looks natural
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 03, 2014, 06:33:56 pm
HaterSkater, ya that was my plan, how the big trunk would looks like. But it give me some problem for the big trunk branch thingy. So i had to make them perfectly symetric to maybe make them works a little. It's not perfect really. But i think i got something i'm happy with now. How those trees works really make me pulling my hair out. It's like making a puzzle that would work on many situation. Harder then i thought.

Another screenshot of what i have so far. I will work on the floor next. Didnt like the one i had before. I'll leave my trees like that for now, i would probably work more on them later. There still some tiles to do.

Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 03, 2014, 10:45:02 pm
Ok, i guess i lied to myself. Still working on those damn trees. Kinda wanted to try something else. I'm not totaly sure about this one but i think it looks better then the last one.

Spoiler (click to show/hide)

P.S. I hope people don't mind about these posts. If so, i'll stop spamming this thread. And, i don't know if that thread is in the right place, maybe it should somewhere else?
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 03, 2014, 11:55:05 pm
Ok, this is for those who would like to test or see how those trees looks like in-game.
You'll need Dwarf Fortress with DFHack (http://www.bay12forums.com/smf/index.php?topic=139553.0) and the plugin TWBT, the latest development build. (http://www.bay12forums.com/smf/index.php?topic=138754.0).
A 20x20 tileset, i personaly use Bisanam20x20 for testing purpose. (http://dwarffortresswiki.org/index.php/tileset_repository#20.C3.9720)

You'll have to paste this on your overides from TWBT, it should be in the init folder
Spoiler (click to show/hide)

Lastly, you'll need to save this image in your art folder and rename it: overides-trees.png .
(http://imagik.fr/uploads/125822)

I recommend changing your color scheme. I personaly use one of the amazing color scheme from Vherid, Mishka. (http://www.bay12forums.com/smf/index.php?topic=89856.0)

That's it!

P.S. not every tiles for the trees are done yet.
Title: Re: Working on a tileset - TWBT
Post by: CLA on October 04, 2014, 02:05:33 am
P.S. I hope people don't mind about these posts. If so, i'll stop spamming this thread. And, i don't know if that thread is in the right place, maybe it should somewhere else?
Nah, it's cool. It's your thread, and you post for updates and feedback. Although you could try to edit your last post instead of double posting if the new post doesn't warrant being separate.

Quote
#[OVERRIDE:172:T:TreeBranchesSmooth:2:?] # DON'T KNOW WHAT THAT IS YET
Elves use those in their forest retreats. Basically a smooth, flat, magic wooden floor.
By the way, why do you use TWBT for the trees? Neither want to use the same tiles for walls and rivers and don't have enough tiles left on the tileset?
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 04, 2014, 09:04:45 am
Nah, it's cool. It's your thread, and you post for updates and feedback. Although you could try to edit your last post instead of double posting if the new post doesn't warrant being separate.

Noted, Thanks.

Elves use those in their forest retreats. Basically a smooth, flat, magic wooden floor.

Oh! No wonder why i could'nt see them on my fortress. Thank you a lot for the info!

By the way, why do you use TWBT for the trees? Neither want to use the same tiles for walls and rivers and don't have enough tiles left on the tileset?

No, i want to keep the trees and walls seperate from each other. And i wanted to keep everything organized, with TWBT, i can do multiple tileset for each kind of thing, i just prefer it like that. I dont want to change too much thing in the raws and d-init. So with the updates i'll just have to be worried about TWBT one. Most of the main tileset would be used for world map and things i can't do with TWBT. Like the fruits, i want to make some them but i didnt saw a way to do it with TWBT.


A little progress made with the floor. Mainly testing things out for now. I did, in some way, 4 tiles of grass, soil, pebbles and rock floors. A sappling and shrub.

Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 05, 2014, 09:49:34 pm
This is not an update on my current work but more of a TWBT trees testing. Well, it can even help anyone toying with d-init and the trees. I wanted to see how the trees really works and why my design for big trees doesnt work. Wanted to test too, if seeing the trees from the outside (bark) would look better than from the inside of the tree.

I kinda made a simplistic design of tree from scratch. Kinda figured out what was not working on my trees. The corners. Well the corners seem to be used for the big trees and the trunk branches. That's annoying, if there were 2 kind of corner one for the big trees and one for the trunk branches, it would be more amazing.

Donuts trees
Spoiler (click to show/hide)

I kinda made a template of the trees for TWBT if it interess anyone. If you want to work on the trees with TWBT and don't know where to start, you can use this. It doesnt contain everything but the most important one. Added an image to clearly see what tiles are.

Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 06, 2014, 09:49:12 am
Ok, i did some major change 'AGAIN' on the trees. Pretty much based on my last test. I kinda like how the branchs are merging together now. It's probably not the best way of doing it, but i can't see other way now, while staying fidel to the vanilla way of tree works. Other then that i got nothing new.

Here a screenshot in spring of the new trees.

Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: CLA on October 06, 2014, 11:36:34 am
Looks like your trial and error is paying off slowly. The trunks look pretty good.
Title: Re: Working on a tileset - TWBT
Post by: UristWoodie on October 07, 2014, 06:42:55 am
Thumbs up on the trunks...they look very nice.
Title: Re: Working on a tileset - TWBT
Post by: mifki on October 07, 2014, 07:11:51 am
I personally liked older trunks more, these are too thick/heavy to me.
Title: Re: Working on a tileset - TWBT
Post by: CLA on October 07, 2014, 10:13:05 am
I personally liked older trunks more, these are too thick/heavy to me.
I generally like them thinner, too (same for walls). But it's a necessity if you want multi-tile trunks to look connected and opaque, and one-tile trunks to be directly adjacent to horizontal trunks. Considering that, I think the solution Vanst7 is working towards looks good.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 07, 2014, 06:16:11 pm
Looks like your trial and error is paying off slowly. The trunks look pretty good.

Thank you! Ya, my works advance painfully slow, with a bunch of errors. But i think i start going in the right direction, hopefully.

Thumbs up on the trunks...they look very nice.

Thank you!

I personally liked older trunks more, these are too thick/heavy to me.

Totaly agree with you. They are way too heavy. But like CLA explain, it was not a personal choice but more a design one. I'm pretty sure someone more talented would find a better way of doing it.But for now, i couldnt find a good compromise, to keep smaller branches and multi-tiles trees.

By the way, really loving your TWBT plugin. It's pretty much what i wished Toady would make for the game. I wouldnt have started a tileset without it.

Got a screenshot of what was the plan. Make the multi-Tiles trunks to look like this.

Spoiler (click to show/hide)


I don't have more update on the set, just made some change on the small trunk, so they would maybe blend better with the trunk branches. Some little fixes on the small branches.
I kinda wanted to make better leaves, but didnt find a good compromise between branches and leaves. Just tested how the leaves looks like over the seasons, theres some screenshot of it.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Title: Re: Working on a tileset - TWBT
Post by: mifki on October 07, 2014, 08:02:36 pm
Oh, multi tile trunks, yeah, forgot about them.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 08, 2014, 08:13:08 am
I'm releasing my current work on the trees. They are free to use by anyone who want to use them, you can modify it as you like. I don't even ask for credit if you release a graphic set with it.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
This is actualy for a 24x24 tileset.


I don't think i'll continue my work on this tileset. I kept working on various thing  but kept failling achieving anything good, nothing was worth showing. I would let people more talented actually do higher resolution tileset. I do lack experience and talent on pixel art. I'm basically better at drawing on paper, actually.
I really hope someone talented would release a 24x24 tileset for TWBT or even higher then that.

Just so you guys understand what i mean, here are some screenshot of my failed work on grass and other things.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

I will maybe work on my simplistic tileset i started with for my personal use. I always like clear and simplistic  tileset. I don't even know why i started to work on this.
But i had fun working on this though. I would like thanks everyone that was giving me feedback on my work, really apreciate it.
Bye guys!
Title: Re: Working on a tileset - TWBT
Post by: LeoCean on October 08, 2014, 02:48:02 pm
What is it that you found was a failure? That grass looks pretty cool and for that 2x2 large tree trunk you'd just add some grass texture to it where that black stands out so that it doesn't have that black border.

The only problem with the grass would be some people may think they could harvest some of that grass, especially the 4 leaf one but it still looks nice, it'd be preferable if such grass was used to replace certain plants. Is your problem with the limestone pebble spots that show up?

Anyways I'll probably add this to the override set I have at some point well I'll have to edit it since I don't like the leaves and may use a earlier edition of the trees as they stand out way to much, I'd prefer that they looked like they had bark and didn't look like they were already processed. I've no idea yet though as I may change my mind that I like the way they are when I look into it myself. As I don't want to spend days on trees again. To me the trees look pretty unrealistic but that's probably because of how Toady made them.

 I quite like that bottom right room what tileset is that from?
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 08, 2014, 07:58:15 pm
What is it that you found was a failure? That grass looks pretty cool and for that 2x2 large tree trunk you'd just add some grass texture to it where that black stands out so that it doesn't have that black border.

The only problem with the grass would be some people may think they could harvest some of that grass, especially the 4 leaf one but it still looks nice, it'd be preferable if such grass was used to replace certain plants. Is your problem with the limestone pebble spots that show up?

Anyways I'll probably add this to the override set I have at some point well I'll have to edit it since I don't like the leaves and may use a earlier edition of the trees as they stand out way to much, I'd prefer that they looked like they had bark and didn't look like they were already processed. I've no idea yet though as I may change my mind that I like the way they are when I look into it myself. As I don't want to spend days on trees again. To me the trees look pretty unrealistic but that's probably because of how Toady made them.

 I quite like that bottom right room what tileset is that from?

Well, to be honest, pretty much eveything was a failure to start with. I did a lot of attempt on pretty much eveything, but they didnt blend well together. On those last screenshot i showed, you can see some tiles that doesnt fit with rest. They just look like a buch of graphics put together. The trees trunk wasnt a problem, but i would have put the dark space brown instead, so they kinda fit in the trees. I was kinda happy with the grass actually, but like i said nothing fit together. The big 4 leaves are actually bush, i did a sapling too. I just added some flower on the grass to put a little bit more variety onto them.

The reason i decided to stop working on it now, it's because i didnt made much progress, and i felt like i would abandon it at some point.  I got some major personal problem that would make me abandon it. I'm kinda a perfectionist, lack confidence on myself and skills and i'm bad at pixel art. All those put together, would just make me restart everything over and over and never be satisfied on what i have done.

The floor of the room on the bottom right, was supposed to be the smooth stone. If you like it, it can be easily reproduced. It was not a complicated design.
(http://imagik.fr/uploads/126683)
Title: Re: Working on a tileset - TWBT
Post by: SalmonGod on October 08, 2014, 08:53:52 pm
For what it's worth, I've been quietly watching this, and thought you were making great progress.  I think your trees, especially, look really great at this point.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 08, 2014, 10:43:05 pm
For what it's worth, I've been quietly watching this, and thought you were making great progress.  I think your trees, especially, look really great at this point.

Oh. Thank you, sure your post actually worth. To be honest, i was sure no one was following this or was interrested in it. Other maybe then CLA, that was pointing me out thing and said when i was going in the right direction. I kinda feel bad abandoning it, if there was some people interested. I thought abandoning right now was better than waiting later, when i would be more advanced on it.

But, i'm sure someone would pop up of no-where with something amazing.
Title: Re: Working on a tileset - TWBT
Post by: Deon on October 09, 2014, 12:21:31 am
Honestly nobody is forcing you to do anything, it's just a weird hobby so don't feel bad :). It's not like you are ignoring your job or something.

And yeah, there may be not a lot of feedback, but mainly because a lot of DF players tend to keep to themselves and don't openly express appreciation all the time. Your work here is still amazing though.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 09, 2014, 07:41:59 am
And yeah, there may be not a lot of feedback, but mainly because a lot of DF players tend to keep to themselves and don't openly express appreciation all the time. Your work here is still amazing though.

Yeah, i was like that, too. I used most of the amazing tileset here and never really showed how much i love them. =/
But, i don't want  the peoples to think i did this thread to get appreciation, though. The main reason i did start that thread was because i was so noobie that i had no idea what i was doing. I hoped to get some tips and criticism. By the times, that thread mainly become kinda like a blog on my progress^^.
Title: Re: Working on a tileset - TWBT
Post by: UristWoodie on October 09, 2014, 07:51:03 am
Still following. :)

...and I d/l all your stuff, so I can add it to my "favorites" mashed-up tileset and over-rides.
Title: Re: Working on a tileset - TWBT
Post by: Meph on October 09, 2014, 10:59:29 am
For what it's worth, I've been quietly watching this, and thought you were making great progress.  I think your trees, especially, look really great at this point.

Oh. Thank you, sure your post actually worth. To be honest, i was sure no one was following this or was interrested in it.
I've been following it since the beginning. :)
Title: Re: Working on a tileset - TWBT
Post by: IronSI on October 09, 2014, 05:44:52 pm
I too have followed from the beginning, but never said anything for several reasons:
1. I don't use high res tilesets, but go for small ones to fit as much in a fullscreened game as possible.
2. I don't have enough artist/pixelart/tileset/TWBT experience to be good at any of this.
3. You always seemed to be making progress, faster than any advice I might have.
4. I don't talk much.

All that said, your tileset has the makings of an excellent high res tileset, easily one of the best out there (Very few tilesets have been made for TWBT, so yours is an important one for setting conventions and start that category of tilesets.

My recommendation (based on reading other tileset author's threads) would be to try to get something functional across the board, then going on to polish everything up until you are satisfied. Skills will come, and eventually either you will move on to something else or finish up the project.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 09, 2014, 07:08:10 pm
My recommendation (based on reading other tileset author's threads) would be to try to get something functional across the board, then going on to polish everything up until you are satisfied. Skills will come, and eventually either you will move on to something else or finish up the project.

Dude, seriously, thanks for your post. You're totaly right. When starting working on the ground, i was focusing too much on single tiles, instead to get something that work right all together. What made me drop everything was the rock floor. Trying to make 4 tiles of rock floor, wich by the end,  was not fitting at all together. I did restart them many times without success. Now that i think about it, i was just working the wrong way, probably because of my lack of experience on making tiles for a game.

To be honest, after those post, i had some free times, and did work on my first 16x16 tileset i was working on, on the first place. I did made some good progress that i was happy with, and wanted to go back to my other set to see what i can do. Still working on it, trying to change what was not working on the trees^^.

Thanks guys!

So, i kinda came back to it, i guess i just had to stop a little bit and think about a better way of doing it. Right now i'm just shy to post anything about it. Since i get some feedback from my dumb post about stoping it, i just scared that the peoples would think that i'm just an attention-whore. (not sure if it's the way to say it in english).
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 10, 2014, 08:24:00 am
Ok, i'll post on what i'm working now. To kinda carry on the blogging thing^^.

I kinda have a feeling that peoples excepting me, didnt like the leaves. So i redid them from scratch and for some reason, changing them got rid of some flickering issue i had in-game. So seem they were pretty bad in fact.

Then i wanted to make the fruits, pollens, etc.. So i had to modify the raws to be able to mix leaves with them. (i hate having to modify the raws, i don't really like to do modding). So now i can have for example, red apples and green leaves on the same tiles. I didnt make ,for now, tiles for every fruits, i just got one to represent all of them. But i might do some of them. For exemple, it would be cool to clearly see that some trees have bananas on it. I'll probably try that later.

And one other thing i wanted to do. Having different type of leaves. For example having a tiles for the leaves for the conifers. This would add more variety to the trees. The problem was that the d-init overides the leaves for all the trees. So i tried to leave the d-init for leaves blank to see if i can modify the leaves from the raws. It kinda works, but the twigs dont like it. They all went black.

[GROWTH_PRINT:0:6:2:0:0:ALL:1] <=== By changing the 0, i was able to change the leaves, but seem that by changing that 0, it screw the twigs. Maybe if there were some way to get rid of the twigs, it would make that working. So maybe we could have branches when the leaves fall off the tree.

The magrove tree in plant_standard seem to have some setting that other trees dont have.

   These values control the growth of the multi-tile tree.

   [TRUNK_PERIOD:10]
   [HEAVY_BRANCH_DENSITY:25]
   [BRANCH_DENSITY:50]
   [MAX_TRUNK_HEIGHT:4]
   [HEAVY_BRANCH_RADIUS:1]
   [BRANCH_RADIUS:2]
   [TRUNK_BRANCHING:2]
   [MAX_TRUNK_DIAMETER:1]
   [TRUNK_WIDTH_PERIOD:200]
   [ROOT_DENSITY:5]
   [ROOT_RADIUS:3]

   These parameters below are the default values for twig placement, and do not appear in other plant entries that use the default values.  Zero and one are the only accepted values right now.

   [TWIGS_SIDE_BRANCHES:1]
   [TWIGS_ABOVE_BRANCHES:1]
   [TWIGS_BELOW_BRANCHES:0]
   [TWIGS_SIDE_HEAVY_BRANCHES:0]
   [TWIGS_ABOVE_HEAVY_BRANCHES:0]
   [TWIGS_BELOW_HEAVY_BRANCHES:0]
   [TWIGS_SIDE_TRUNK:0]
   [TWIGS_ABOVE_TRUNK:0]
   [TWIGS_BELOW_TRUNK:0]

I dont know if this can be applied to the other trees by adding it. If yes, then it would make it able to control the trees i guess. But i'm too noob about the raws modification.
Title: Re: Working on a tileset - TWBT
Post by: CLA on October 10, 2014, 09:20:08 am
Quote from:  Vanst7
[separate tiles for conifers]
I was thinking about how to do that without changing raws too much, too. It would have been nice if you could add plant graphics like you can add creature graphics (i.e. without changing raws, just adding graphics to what you need), but in absence of that I haven't gotten any further than you did either.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 10, 2014, 10:16:15 am
Quote from:  Vanst7
[separate tiles for conifers]
I was thinking about how to do that without changing raws too much, too. It would have been nice if you could add plant graphics like you can add creature graphics (i.e. without changing raws, just adding graphics to what you need), but in absence of that I haven't gotten any further than you did either.

Ya, that would make it so much easier.

Actually found a way to do it. I did some test with the willow tree. By adding :

   [TWIGS_SIDE_BRANCHES:0]
   [TWIGS_ABOVE_BRANCHES:0]

It completly removed the twigs from the tree. So now by setting in my d-init the leaves blank, i can control wich leaves would be used by trees. But to have this to work, i had to regen a world. The only problem there seem to be less leaves on the trees. Just need to find a way to add row of leaves. So in some way, its possible to define wich leaves would be used like that. Still figuring, how to add an extra row of leaves.


Edit: Adding [BRANCH_RADIUS:3], i think does add a row of  leaves, not 100% sure though.

Edit2: Now that i think about it, it's not a good idea, since this kind of modification need to regen a new world.
Title: Re: Working on a tileset - TWBT
Post by: LeoCean on October 10, 2014, 08:09:49 pm
Only when you add new things to the raws and not edit what is currently there contained in the [:->], shouldn't really be bothered by changes that may require a new world though. Just keep it in mind and document it as best you can.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 11, 2014, 02:56:21 pm
Small update, i'm currently working towards, kinda like a half-finished playable version. (so if i stop working on this at some point, i would have a version out.) Focusing pretty much on the environment.

I worked on better leaves. This cause some problem that i don't like. Theses leaves doesnt fit on some trees, especially the conifers. I spent a long time trying to figure out a way to have more variety on the leaves without success.
Spoiler (click to show/hide)

I did some test with the fruits, pollens, flowers, etc.. These was trying to figure out how to use the background color for them. Just need a better way to represent them now. By using the same tile as the leaves, it makes the fruits, flowers, just appear in the leaves, instead of seeing the tile change.
Spoiler (click to show/hide)

Since the great mifki, added a way to change tile color, i used that to give some color to the flowers on the grass.
Spoiler (click to show/hide)

And some other small changes.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Now, i need to make a new fort to can work on the sand (this one doesnt have any). After that, i would probably start working on all water tiles (pond, river and brook), and the walls (Soil, rocks and sand walls).
Title: Re: Working on a tileset - TWBT
Post by: Cptn Kaladin Anrizlokum on October 11, 2014, 03:14:56 pm
I think those are my favorite trees so far, but the grass is a bit too complex to match them. Do you think you could simplify it somehow? Thee flowers in it look great though.

The smoothed floor looks good! And the smoothed wall could become more brick like to match the floor... And then it would match!
Title: Re: Working on a tileset - TWBT
Post by: CLA on October 11, 2014, 03:22:18 pm
Ohhh, the leaves look nice.
You could try making a tile that looks like needles when the background is black, and like leaves when the background is green. Same way engravings work.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 11, 2014, 03:41:12 pm
I think those are my favorite trees so far, but the grass is a bit too complex to match them. Do you think you could simplify it somehow? Thee flowers in it look great though.

The smoothed floor looks good! And the smoothed wall could become more brick like to match the floor... And then it would match!

Thank you. Hum, maybe you're right about the grass, would see if i can simplify them. I wasn't sure about the smoothed floor, so thanks. Ya, that was kinda my plan for smooth walls, not sure if i would be able to do it. Since the way i want to do Walls.

Ohhh, the leaves look nice.
You could try making a tile that looks like needles when the background is black, and like leaves when the background is green. Same way engravings work.

Thanks. Not sure i understand what you mean. I never knew how people did the engraving (like Spacefox did). But i think i start to understand how to do them. Seems to be too complicated for my small brain.^^
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on October 11, 2014, 03:42:22 pm
I see, that you are using photos or photorealistic drawings for your environment. If that so, make your walls same way ASAP. You can take simple two-brick-pattern out of photo of wall and turn it into your wall tiles. It will be awesome  :D

UPD: On your last post: search through forum for ironhand's topic called "Tile magic", everything was explained there
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 12, 2014, 02:20:59 pm
I see, that you are using photos or photorealistic drawings for your environment. If that so, make your walls same way ASAP. You can take simple two-brick-pattern out of photo of wall and turn it into your wall tiles. It will be awesome  :D

UPD: On your last post: search through forum for ironhand's topic called "Tile magic", everything was explained there

Yes, that's was kinda my plan to go more for a realistic look, even if it didnt work well on every thing. I pretty much take my inspiration from real photo. I stopped going for the pixel art style that doesnt work well for me and use instead the brush in GIMP, wich seem to give me better result. But i have a hard time trying to make realistic rocks, from the picture i choose.

I did make the sand and i'm kinda sastified with it, but the water... oh god! It gives me headache. Seem that the sand its not in the overides in TWBT and some water tiles neither. So some of my water tiles use the sand one, sigh.  I think i might skip water now to go for rock wall, but still i'm kinda hitting a 'wall' for now.
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on October 12, 2014, 03:01:49 pm
Seem that the sand its not in the overides in TWBT and some water tiles neither. So some of my water tiles use the sand one, sigh.  I think i might skip water now to go for rock wall, but still i'm kinda hitting a 'wall' for now.

New Sand (on right. water is visible on left edge, it works as expected):
(http://i62.tinypic.com/b6c4y8.png)

with this syntax. just insert your tile numbers and tileset name
Code: [Select]
[OVERRIDE:247:T:SoilFloor1:text:233]
[OVERRIDE:247:T:SoilFloor2:text:232]
[OVERRIDE:126:T:SoilFloor3:text:255]
[OVERRIDE:126:T:SoilFloor4:text:143]

sand is a type of soil, so there is no "SandFloor" tiletype you probably were trying to find :)
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 12, 2014, 03:31:37 pm
Seem that the sand its not in the overides in TWBT and some water tiles neither. So some of my water tiles use the sand one, sigh.  I think i might skip water now to go for rock wall, but still i'm kinda hitting a 'wall' for now.

New Sand (on right. water is visible on left edge, it works as expected):
(http://i62.tinypic.com/b6c4y8.png)

with this syntax. just insert your tile numbers and tileset name
Code: [Select]
[OVERRIDE:247:T:SoilFloor1:text:233]
[OVERRIDE:247:T:SoilFloor2:text:232]
[OVERRIDE:126:T:SoilFloor3:text:255]
[OVERRIDE:126:T:SoilFloor4:text:143]

sand is a type of soil, so there is no "SandFloor" tiletype you probably were trying to find :)

Oh, fuck me! Now i feel dumb that i didnt tried that. It makes sense really. Ya, i was actually trying to find a sand type of overides, what a dumbass i am. So it gives 4 different type of tiles, that's way better. This help a lot, thanks dude. Happy to see that you actually working on TWBT. This will be great.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 12, 2014, 10:50:36 pm
Ok, i did upload a test version of this tileset. This is playable, every tiles not made will simply be ASCII, from the tileset Bisasam (http://dwarffortresswiki.org/index.php/File:Bisasam_24x24.png). This tileset contain the color scheme from Vherid, Mishka (http://www.bay12forums.com/smf/index.php?topic=89856.0).

There are some placeholder, so the ground is not a mix of ASCII and graphic. Except maybe for water and snow (i may probably have forget some other tiles too.)
I think this would give peoples a better idea from the tileset, if you like it or don't. Screenshot doesnt do well, i think seeing them in-game is better.

===> http://s000.tinyupload.com/index.php?file_id=30117675595111181000
Title: Re: Working on a tileset - TWBT
Post by: fricy on October 13, 2014, 01:55:21 am
Ok, i did upload a test version of this tileset. This is playable, every tiles not made will simply be ASCII, from the tileset Bisasam (http://dwarffortresswiki.org/index.php/File:Bisasam_24x24.png). This tileset contain the color scheme from Vherid, Mishka (http://www.bay12forums.com/smf/index.php?topic=89856.0).

There are some placeholder, so the ground is not a mix of ASCII and graphic. Except maybe for water and snow (i may probably have forget some other tiles too.)
I think this would give peoples a better idea from the tileset, if you like it or don't. Screenshot doesnt do well, i think seeing them in-game is better.

===> http://s000.tinyupload.com/index.php?file_id=30117675595111181000
Keep up the work, this is getting good. I love the grass tiles, and the trees look nice too.
Here's a 18x24 font tile (https://www.dropbox.com/s/hjyz2ljgost8c20/Terminus18x24.png?dl=0) to go with it, it's a slightly modified Terminus.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 14, 2014, 07:54:19 pm
Keep up the work, this is getting good. I love the grass tiles, and the trees look nice too.
Here's a 18x24 font tile (https://www.dropbox.com/s/hjyz2ljgost8c20/Terminus18x24.png?dl=0) to go with it, it's a slightly modified Terminus.

Hey, thank you, buddy! I'll defenitly include this, that tileset looks good (credit given) . I think it's more of a personal preference, but i myself like better smaller font for the text for some screen, so i can see more text. But for the map this is definetly better. thanks.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 15, 2014, 01:53:03 am
Small update on what i was working on.

I did some of the plants on the grass that was missing. Just replaced them for now with the bush tile. I plan on the future to have more variety on the bush, for now they just have different color. I did the flower on the grass (cotton grass etc..) forgot about those. I switched some color from mishka to the bone color scheme from vherid (white, gray and magenta).

Worked a little on the sinister biome. The wormy tendril doesnt look great now, i need to work more on them. Got a problem with one of the eyeball that seem to overide the ant colony too.
Spoiler (click to show/hide)

I have a lot of problem with snow. When on the same screen there snow, sand and / or water, its really weird.
Spoiler (click to show/hide)

There a test with the sand, i have currently 2 way i want to do the sand and i'm not sure whish one to keep. The second need to be done better, but it gave me an idea how it looks in-game.
Spoiler (click to show/hide)


Some test with the rock wall and mineral.
Spoiler (click to show/hide)

And found some cactus. They doesnt look so bad, but are weird in some way.
Spoiler (click to show/hide)


If you have any critisism feel free to let me know. Thank guys.
Title: Re: Working on a tileset - TWBT
Post by: Rogue Yun on October 15, 2014, 03:31:43 am
Worked a little on the sinister biome. The wormy tendril doesnt look great now, i need to work more on them. Got a problem with one of the eyeball that seem to overide the ant colony too.
I've run into that problem too. I think the wormy tendril looks good. At least I don't think I could make it look any better.

I have a lot of problem with snow. When on the same screen there snow, sand and / or water, its really weird.
I've run into that same problem. I think I finally solved it for my tileset. But don't ask me to do it again. I worked on it with over a years worth of tweaking and I still couldn't tell you what I did. I don't think I am critic you can rely on, but I think yours looks good.

There a test with the sand, i have currently 2 way i want to do the sand and i'm not sure whish one to keep. The second need to be done better, but it gave me an idea how it looks in-game.
I like the first one. It seems to flow seamlessly from one tile to the next. In the second one there seems to be something that doesn't quite look right horizontally.

And found some cactus. They doesnt look so bad, but are weird in some way.
I like it :D It looks all thorny and ominous. Like it was just about to betray you and fill you full of holes. It may not look exactly like a cactus. But it is very cactusesque.
Title: Re: Working on a tileset - TWBT
Post by: CLA on October 15, 2014, 03:33:23 am
Pffhaha, the eyeballs look great.
Yeah, tile #009 is used by a lot of stuff, but you can change it in the staring eyeball raws, I think.
Tile #111 (another staring eyeball and bubble bulb) is used by watermelons, too.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 15, 2014, 11:04:02 am
Thanks guys.

I have a lot of problem with snow. When on the same screen there snow, sand and / or water, its really weird.
I've run into that same problem. I think I finally solved it for my tileset. But don't ask me to do it again. I worked on it with over a years worth of tweaking and I still couldn't tell you what I did. I don't think I am critic you can rely on, but I think yours looks good.

My bad, i didnt really explain my problem. In TWBT, i didnt found an overides just for the snow. And since sand, snow and water use the same tiles, it gets really glitchy when i get all of them on the same screen. If i try to look arround with the 'K', some snow tiles change into sand and the inverse too. If i get a brook on the screen around snow, its pretty weird. If i move the 'camera' around, the brook seem to follow me.Can't really found a way to fix this.

Pffhaha, the eyeballs look great.
Yeah, tile #009 is used by a lot of stuff, but you can change it in the staring eyeball raws, I think.
Tile #111 (another staring eyeball and bubble bulb) is used by watermelons, too.

(Facepalm) Ya, i just have to change the tiles of eyeball, i'm so dumb.
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on October 15, 2014, 11:34:27 am
My bad, i didnt really explain my problem. In TWBT, i didnt found an overides just for the snow. And since sand, snow and water use the same tiles, it gets really glitchy when i get all of them on the same screen. If i try to look arround with the 'K', some snow tiles change into sand and the inverse too. If i get a brook on the screen around snow, its pretty weird. If i move the 'camera' around, the brook seem to follow me.Can't really found a way to fix this.

I think snow should be fixed same way as sand, i.e. by changing tiles ≈ and ~ on all terrain types. Just keep in mind that:
1) worms also use tile ~ (but vermin tile can be overwritten too )
2) your sand and snow will look the same

btw can you post screenshot of this snow related issue?
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 15, 2014, 11:46:20 am
My bad, i didnt really explain my problem. In TWBT, i didnt found an overides just for the snow. And since sand, snow and water use the same tiles, it gets really glitchy when i get all of them on the same screen. If i try to look arround with the 'K', some snow tiles change into sand and the inverse too. If i get a brook on the screen around snow, its pretty weird. If i move the 'camera' around, the brook seem to follow me.Can't really found a way to fix this.

I think snow should be fixed same way as sand, i.e. by changing tiles ≈ and ~ on all terrain types. Just keep in mind that:
1) worms also use tile ~ (but vermin tile can be overwritten too )
2) your sand and snow will look the same

btw can you post screenshot of this snow related issue?

Yes, its exactly what i had done and got problem with.  I'm pretty sure snow only use  ≈. Well, screenshot wont really show the problem, it's when moving around, it gets glitchy.


EDIT: My set-up right now is this. I desactivate it for now with # because its glitchy.
Code: [Select]
# ========== SNOW ==========

#SNOWY LIGHT GRASS
#[OVERRIDE:247:T:GrassLightFloor1:3:42]
#[OVERRIDE:247:T:GrassLightFloor2:3:42]
#[OVERRIDE:247:T:GrassLightFloor3:3:42]
#[OVERRIDE:247:T:GrassLightFloor4:3:42]

#SNOWY DARK GRASS
#[OVERRIDE:247:T:GrassDarkFloor1:3:42]
#[OVERRIDE:247:T:GrassDarkFloor2:3:42]
#[OVERRIDE:247:T:GrassDarkFloor3:3:42]
#[OVERRIDE:247:T:GrassDarkFloor4:3:42]

#SNOWY STONE PEBBLES
#[OVERRIDE:247:T:StonePebbles1:3:42]
#[OVERRIDE:247:T:StonePebbles2:3:42]
#[OVERRIDE:247:T:StonePebbles3:3:42]
#[OVERRIDE:247:T:StonePebbles4:3:42]

#SNOWY STONE FLOORS
#[OVERRIDE:247:T:StoneFloor1:3:42]
#[OVERRIDE:247:T:StoneFloor2:3:42]
#[OVERRIDE:247:T:StoneFloor3:3:42]
#[OVERRIDE:247:T:StoneFloor4:3:42]
#[OVERRIDE:247:T:StoneFloorSmooth:3:42]

EDIT2: I guess the only solution to not see the glitch would be to use the sand as snow. I kinda wanted to use a different tile for the snow because my sand doesnt look great as snow.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 15, 2014, 12:27:58 pm
Ok got some screenshot of what it does in game in snow. Right now only sands got overides for snow.

On this one you can see the sands as snow and to the right there is a brook.
Spoiler (click to show/hide)

Then i moved 3 times to the right. The sands seem to follow me as well as the brook. You can see by the trunk that i moved to the right.
Spoiler (click to show/hide)

And then if i use the 'K' keys everything come in there place.
Spoiler (click to show/hide)
Title: Re: Working on a tileset - TWBT
Post by: HaterSkater on October 15, 2014, 12:39:16 pm
that's.. interesting.
you better ask mifki
i remember something like that in 3.43 (main branch), but i'm using twbt-nextgen and never experienced that
Title: Re: Working on a tileset - TWBT
Post by: Dirst on October 15, 2014, 03:02:47 pm
that's.. interesting.
you better ask mifki
i remember something like that in 3.43 (main branch), but i'm using twbt-nextgen and never experienced that
If I recall correctly, TWBT only redraws tiles that would change in vanilla.  Scrolling in a way that changed a tile into something else using the same glyph (like snow and water) wouldn't trigger a redraw.  mifki might have switched over to redrawing the whole screen each frame, I'm not sure.
Title: Re: Working on a tileset - TWBT
Post by: mifki on October 15, 2014, 06:12:02 pm
that's.. interesting.
you better ask mifki
i remember something like that in 3.43 (main branch), but i'm using twbt-nextgen and never experienced that
If I recall correctly, TWBT only redraws tiles that would change in vanilla.  Scrolling in a way that changed a tile into something else using the same glyph (like snow and water) wouldn't trigger a redraw.  mifki might have switched over to redrawing the whole screen each frame, I'm not sure.

Yep, it's a problem.. it won't update tile if neither glyph nor its colours changed. Do sand / snow / brook tiles have the same colours as well? It's not an option to switch to whole screen updates, so I don't know at the moment how to fix this:(
Title: Re: Working on a tileset - TWBT
Post by: LeoCean on October 15, 2014, 09:18:32 pm
that's.. interesting.
you better ask mifki
i remember something like that in 3.43 (main branch), but i'm using twbt-nextgen and never experienced that
If I recall correctly, TWBT only redraws tiles that would change in vanilla.  Scrolling in a way that changed a tile into something else using the same glyph (like snow and water) wouldn't trigger a redraw.  mifki might have switched over to redrawing the whole screen each frame, I'm not sure.

Yep, it's a problem.. it won't update tile if neither glyph nor its colours changed. Do sand / snow / brook tiles have the same colours as well? It's not an option to switch to whole screen updates, so I don't know at the moment how to fix this:(

No they should have different colors and the only time they wouldn't is when you have white sand, it could be just because the brook or w.e it is is frozen that it looks like snow. I do know it uses the same tiles and sand and usually, I don't think snow uses that tile usually though but I don't embark in snow zones often so I wouldn't know.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 16, 2014, 12:28:30 pm
that's.. interesting.
you better ask mifki
i remember something like that in 3.43 (main branch), but i'm using twbt-nextgen and never experienced that
If I recall correctly, TWBT only redraws tiles that would change in vanilla.  Scrolling in a way that changed a tile into something else using the same glyph (like snow and water) wouldn't trigger a redraw.  mifki might have switched over to redrawing the whole screen each frame, I'm not sure.

Yep, it's a problem.. it won't update tile if neither glyph nor its colours changed. Do sand / snow / brook tiles have the same colours as well? It's not an option to switch to whole screen updates, so I don't know at the moment how to fix this:(

Ya, the biomes i embarked was a tundra biomes. Sands, grass, rocks would use the snow tile 247 ≈ white. If the brook is in ice, it can be covered with snow and would be seen as that tile too. I think the way to counter that, would probably to use the same tile for sand and water without the overide.
Title: Re: Working on a tileset - TWBT
Post by: Vanst7 on October 20, 2014, 03:42:52 pm
Small update:

I'll admit i didnt work that much on the tileset these last days. Just tried to make all the rocks wall and floor. Got 9 types of rocks wall and 4 types of floor. They arent so great but i think they better then the last one i had.

Spoiler (click to show/hide)

And tried another kind of grasses.
Spoiler (click to show/hide)

I just want to make this update to let you know what i wish from this tileset.

I dont want it to be my personal tileset but become more of a community project where everyone can provide tiles to it. There a lot of tiles to do with TWBT and theres even more talented peoples on this forum. Just by looking at all the great tileset that has been done or the amazing work from the Stonesense guys. This game need a higher resolution tileset, most of the graphics set are still 16x. So if peoples could contribuate to a community tileset it would be great. Even if its to replace my tiles, i dont mind. I know a lot of them doesnt look great.

I'm pretty sure some people doesnt have the time to focus on a tileset by their own, so if we could put our hand together, i'm sure we can achieve a great tileset. I wont take any credit for others ones work, the initial plan for this tileset was to give something to the community. Ive been silently following this game for a long time now, using many of the great graphic set and tileset, and just wanted to contribuate back to the community.

I dont think this will be a great tileset if i do it on my own. All the time i've been put on this tileset, i just wished someone more talented  would release one so i can't stop working on it.^^
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Rogue Yun on October 20, 2014, 05:20:44 pm
I can understand where you are coming from.

I'm certainly not one of the more talented people, but I would love to help, despite my inexperience as a pixel artist.

I'm still learning how to use TWBT as well. Is there any specific tile you would want someone to work on?
Title: Re: Community project - TWBT - 24x Graphic set
Post by: lysaght on October 20, 2014, 06:11:12 pm
Love this tileset mate~ PTW +1 and all that
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on October 20, 2014, 08:01:25 pm
I can understand where you are coming from.

I'm certainly not one of the more talented people, but I would love to help, despite my inexperience as a pixel artist.

I'm still learning how to use TWBT as well. Is there any specific tile you would want someone to work on?

I'm pretty sure you more experienced in pixel art then i am. ^^
I'll provide my DF folder so you can see what i have done so far. And maybe could help you, by looking at the overides, learn more about TWBT. Feel free to change anything, or work on new thing.

DF folder pre-installed with the tileset and with a save i've been testing with: http://www.mediafire.com/download/ebun8v2zdwkto3k/testing.7z

Love this tileset mate~ PTW +1 and all that

Thank you buddy!
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on October 22, 2014, 12:13:43 am
Tiny update:

I decided to start working on the walls. I wanted them to have some '3d effect' on it so they would actually look like proper wall. The problem is the natural stone wall was looking like flat floor beside it. So i decided to go for flat walls. The whole design of the graphic set right now, is mostly from a top view, i want to continu like that, but this cause me some problem on some item. Some of them are hard to make from the top view and still be distinguable.

I did the walls like bricks but i saw that on TWBT, contructed wall can have their own tiles. I don't know what to do. Brick walls would make more sense for contructed wall. Unless i make some other kind of bricks for the constructed walls. I hope theres a way to have seperated tiles for wooden and stone contructed walls and floors. I didnt see if that was possible.

A screenshot of the walls currently:
They still need some ajustment i think.
Spoiler (click to show/hide)

EDIT: I don't know why, but all the screenshots i posted so far, they seem to be distorted in some way. The picture i have on my computer is fine. I guess the hosting site kinda distort them? Seem weird. Nevermind, my browser was zomed in. Making them look distorted.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Cptn Kaladin Anrizlokum on October 22, 2014, 12:17:34 am
I really like the walls, but the doors don't fit with them. Change the outline of the doors probably?

And the block wall is supposed to be more smooth, right? Less claimable anyways... It could be different bricks? I like the walls how they are actually.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on October 22, 2014, 12:27:57 am
I really like the walls, but the doors don't fit with them. Change the outline of the doors probably?

And the block wall is supposed to be more smooth, right? Less claimable anyways... It could be different bricks? I like the walls how they are actually.

The bricks around the door look out of place?. It's because the image i used as example. (http://vanblam.deviantart.com/art/Stone-Door-Way-206507799)
I wanted to give them a more rocky door feeling. I think you're right,  i should change that.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: SalmonGod on October 22, 2014, 11:50:05 am
Suggestion:

Try to make walls, ramps, etc darker and more saturated as compared to the ground/floor around them.  Just a basic principle to help with the illusion of depth.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: LeoCean on October 23, 2014, 12:02:25 am
Hmm I do like those walls, I can't tell if they are smoothed or engraved though. I'm guessing that small outline may be the only thing that would change when engraved but I'm not sure and even if that was so it'd be what I'd expect/ would think looks nice.

 Idk if I could get use to those floors though they stand out but I much prefer floors that mash together and look like they fit together the ones you are using are acting like separate entities in my mind. I'll never like that stone flooring but it's not what I like that matters. :P

I think it'd look nicer if you used a background for those objects that you have no backgrounds for the chests and rocks anyways because that pure black background on all those objects is quite dastardly.  :P But that's from a guy who doesn't play with text based graphics like you are currently using (the dwarves and creatures). I did like the grass though.

The issue with the doors can be fixed by just lowering the top of the door a little it's not to big of a deal and may not be that noticeable ingame but when you notice it, you can't unsee it.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on October 23, 2014, 05:08:09 am
Suggestion:

Try to make walls, ramps, etc darker and more saturated as compared to the ground/floor around them.  Just a basic principle to help with the illusion of depth.

Ya, that would make sense. I just followed what the other graphics sets did, which all seem to have the ground darker then the walls. But having the ground darker would probably make it easier to see items on the ground, i don't know. If i make the gound lighter, furniture would have to be darker which could cause some problem.

Another small update: I decided to not go for a top view for everything, which cause me a lot of problem on some furniture. While working on them, the mess from the outdoor started to annoy me, so i decided to make some change on them. I removed the dark color on the grass that was making the grass look like a chessboard. Changed the schrub that looked like 4 leaves. Tried a new kind of leaves for the trees. I decided too, to remove the flower, they were confusing and made the exterior kinda busy, making hard to find saplings and bushs. Anyway when i made them i didnt knew they were actually flowers that grow on the grass.

Spoiler (click to show/hide)
Title: Re: Community project - TWBT - 24x Graphic set
Post by: CLA on October 23, 2014, 09:56:54 am
Ohh, the leaves and grass look pretty good now.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: LeoCean on October 23, 2014, 01:45:30 pm
The new shrubs and rocks look cool, only problem is they look like they are taken from a another game and that could cause problems.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on October 23, 2014, 07:03:18 pm
Hmm I do like those walls, I can't tell if they are smoothed or engraved though. I'm guessing that small outline may be the only thing that would change when engraved but I'm not sure and even if that was so it'd be what I'd expect/ would think looks nice.

 Idk if I could get use to those floors though they stand out but I much prefer floors that mash together and look like they fit together the ones you are using are acting like separate entities in my mind. I'll never like that stone flooring but it's not what I like that matters. :P

I think it'd look nicer if you used a background for those objects that you have no backgrounds for the chests and rocks anyways because that pure black background on all those objects is quite dastardly.  :P But that's from a guy who doesn't play with text based graphics like you are currently using (the dwarves and creatures). I did like the grass though.

The issue with the doors can be fixed by just lowering the top of the door a little it's not to big of a deal and may not be that noticeable ingame but when you notice it, you can't unsee it.

Sorry, that i didnt repond to your post in my last update. I was in a rush before going to work, i was kinda late.

These walls are not engraved now, i just hope theres a way with TWBT to make graphics for walls engraved separately. If not then idk what i would do =/.

Ya, i do try a lot of design for floor until i find something that looks good. I was sastified for now but something was wrong with them but i couldnt point out what. With your post, i realised whats wrong with them, and you're totally right. Came back with the other floor for now. Most of the items right now, use the ASCII from Bisanam, i plan on doing them. I dont like it either when there black background behind them.

Ya, would try that with the door, i did mess around with it but it always look out of place.

Ohh, the leaves and grass look pretty good now.

Thank you!

The new shrubs and rocks look cool, only problem is they look like they are taken from a another game and that could cause problems.

Hum, dont know what you mean. Do they look out of place or do you claim i stole these graphic from another game? I didnt stole anything from another game. I do follow some pixel art tutorial on the net, and use some graphic as example. My result look always worse then the original, unfortunatly. If you want, i can show you on what i based the bush and rocks on. You would see that the original looks way better then what i did.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: LeoCean on October 23, 2014, 07:57:26 pm
I was just asking about the bushes and the rocks they looked really neat and I wanted to know if you made them or not.  :P Whether they were or not doesn't matter to me for personal uses. They do indeed look like they add a 2.5d effect to the game and I really like them.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: mifki on October 23, 2014, 08:33:01 pm
These walls are not engraved now, i just hope theres a way with TWBT to make graphics for walls engraved separately. If not then idk what i would do =/.

There was some discussion about engravings recently. I'm a bit busy currently to follow different threads, so if you know what exactly is missing from twbt that you and possibly other modders need, post it in twbt thread and make sure I noticed)
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on October 30, 2014, 12:34:01 am
Small update:

I didnt make any major progress on the graphic set, i'm feeling really sick these last days but i still made some testing.
I only worked on the grass, wich i wasnt sastified for many reason. Every grass i did make so far was bland and made all the biomes looking the same. Those grass didnt use all the potential from tWBT, and since this graphic set is a test to see what we are able to do with it, i thought i should use more overides for the grass.

The grass didnt fit on many biomes too, like for example, the rocky wastleland. I was tired too to see the same green over and over, the exterior lacked some 'personality' if i can say so. So i went in the raws and gave every grass their own tile, and plan to make unique tiles for each one of them. I only did made 9 of them so far. With this every biomes would (i hope) kind of get a different look.

And to make every tiles kinda unique i had to use more colors, so Mifki proposed to use white as foreground color, so i could directly color the tiles. It kinda works, but you have to make the tiles way darker then you want, because in-game they would be lighter. Si i had to see many times in game to see if the tiles had the color i want.

My grass tiles are not great but it kinda show that this could be possible, and hope if there anyone toying with TWBT would try something like this. I did google every grass to try to get the real look they have but its too hard for me, i tried the best i can. Some grass do have the same look, so i tried to use some different color so they would be distinguable.

A screenshot to show how this look in-game:
Spoiler (click to show/hide)

What i like with this, is that you have more colors to play with and give the grass a more wild look.

HaterSkater proposed too, to have TWBT look for tile and color for overides. If Mifky implement that, i think it would be possible to do the same for leaves. Having more colors in them and variety of shape depending on the trees.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Max™ on October 31, 2014, 02:07:24 am
While I can see that you actually did incorporate a lot of the different grass types in the most recent one, I really liked the look of this one:
Spoiler (click to show/hide)

but I generally turned varied ground off or otherwise I start trying to remove unmatching tiles and go grazy building weird ramp/ditch/ridge layouts. I am a fellow bisasam lover though, the crispness of a 24x24 tileset is so easy to get used to on a bigger screen. I found a 24x24 compatible spacefox upscale (http://i.imgur.com/arIIy9Y.png) too, though I forget where I grabbed it from, but it works well with the bisasam based set I use now.

Keep poking at it, I fully understand the frustration of trying to get something looking right at 24x24 (I wish I could burn my experiments making curved bisasam walls >.> so awful) but you've got a good knack at picking out the features that stand out right at this size. Totally gonna steal your boulders I think, btw, as they look like they'll go perfect with the spacefoxy setup.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on October 31, 2014, 04:08:50 am
While I can see that you actually did incorporate a lot of the different grass types in the most recent one, I really liked the look of this one:
Spoiler (click to show/hide)

but I generally turned varied ground off or otherwise I start trying to remove unmatching tiles and go grazy building weird ramp/ditch/ridge layouts. I am a fellow bisasam lover though, the crispness of a 24x24 tileset is so easy to get used to on a bigger screen. I found a 24x24 compatible spacefox upscale (http://i.imgur.com/arIIy9Y.png) too, though I forget where I grabbed it from, but it works well with the bisasam based set I use now.

Keep poking at it, I fully understand the frustration of trying to get something looking right at 24x24 (I wish I could burn my experiments making curved bisasam walls >.> so awful) but you've got a good knack at picking out the features that stand out right at this size. Totally gonna steal your boulders I think, btw, as they look like they'll go perfect with the spacefoxy setup.

Thanks for your reply on this, yes totally agree, my other grass looked way better then what i have now. I actually try to make them look better, as these one was to show what i wanted to achieve. Since every types of grass seem to only appear on some biomes, i wanted to give every biomes a different look, so a savannah and a forest biomes would end up not having the sames kind of grass. That idea came from the stonesense guys:

Spoiler (click to show/hide)

I would like to be able to achieve the same kind of look they have there. I did post this to see if some people would be interested in this or if it's better to stick to only one kind of grass. Because there's probably like more then 20 kind of grass in the raws. If what i'm doing end up looking bad, i would just switch back to the other grass i have.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Max™ on October 31, 2014, 05:23:33 am
Well, I'm not the best critic there, my grass usually looks like this when it isn't covered in vomit or magma:
Spoiler (click to show/hide)
...it took far too long to find a screenshot which didn't have the grass burnt away or completely under magma.

These are what I ended up being satisfied with after mixing and matching pieces of other sets, though as I said I'm gonna end up swapping in your boulders because they'll look way better.
Spoiler (click to show/hide)
A mix of bisasam and phssthpok 24x24 tilesets I hacked together in gimp, not my own work.
I was pretty happy with the changes from being able to use TWBT and I just love spacefox dorfs running around covering everything in vomit and magma, but I'm always surprised more people don't make or use 24x24 sets.


Actually thinking about it, the grass you did (and the leaves and trunks) are PERFECT twbt type things, because there is no doubt that someone will love having the option to use them for overrides, so hey, it's allllll good as far as I can see. Gonna have to see if I can swap some of your leaves in for the trees too, I mostly just see them as a source of lumber, having them look nice too would be cool.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: LeoCean on October 31, 2014, 03:35:38 pm
Yeah it may be better to think that way and just use leaves for the branches and stuff because that wood isn't important to see, maybe leave the pillars but all the other things perhaps it'd look better if they were just leaves.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Max™ on October 31, 2014, 10:11:31 pm
Yeah, definitely some useful art resources to work in since twbt makes it so much more customizable, and though it isn't the right thread, thanks for keeping spacefox updated!

I found where I got the 24x24 spacefox stuff!

http://www.bay12forums.com/smf/index.php?topic=140161.msg5461078#msg5461078

drstupid upscaled them some time back it seems, wasn't posting here yet when I found the tiles and saved them in my "I'm sure I'll be glad to have this so I compulsively save every 24x24 tileset I find because there aren't enough of them" folder.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Vanst7 on November 01, 2014, 08:55:31 pm
Totally gonna steal your boulders I think, btw, as they look like they'll go perfect with the spacefoxy setup.

Here is the boulder i use. (http://imagik.fr/uploads/131167) Nice tileset you got there.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Max™ on November 01, 2014, 10:28:57 pm
It's mostly Bisasam parts like you use, just with the Phssthpok 24x bits for the smoothed walls and I think the bed+some of the minerals now that I can use them with twbt, and thanks, I'll have to swap that in in a bit.
Spoiler (click to show/hide)
Looks great, works much better with the semi-cartoony spacefox look.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: perkel on November 20, 2014, 02:50:07 pm
Hey people love what you are doing.
Question. Developing graphic for DF requires scripting ? Or it is just different image change ?
I would love to do my own ground tiles as almost every graphic pack have really annoying ground textures.
Title: Re: Community project - TWBT - 24x Graphic set
Post by: HaterSkater on November 20, 2014, 04:27:03 pm
Hey people love what you are doing.
Question. Developing graphic for DF requires scripting ? Or it is just different image change ?
I would love to do my own ground tiles as almost every graphic pack have really annoying ground textures.
Just different image change. Basically. However you may need to change raws, if you want to switch tiles and/or colours of certain items + using of TWBT plugin requires you to write overrides.txt file. It's not a hard task though, most difficult part here is to track changes of raws
Title: Re: Community project - TWBT - 24x Graphic set
Post by: Rogue Yun on November 20, 2014, 04:31:30 pm
It depends on what you are trying to change and how. I would recommend doing some research on:

Tilesets (http://dwarffortresswiki.org/index.php/DF2014:Tilesets)
"Text will be text" (http://www.bay12forums.com/smf/index.php?topic=138754.0)

And researching the DF/raw/graphics/graphics_example.txt

The DF/data/init/init.txt and d_init.txt files also have some graphics modifications you might want to look into and understand.

But I would fist look at and understand the tilesets wiki before I did anything. If you can fix your problem there then you won't have to go into the more complex graphics system or twbt plugin.

Having and knowing how to use a good image editor helps a ton as well. Gimp (http://www.gimp.org/) is a good free one. But there are other ones out there.

And I hope to see more done with this tile/graphics/twbt set as well. It looked like it was going in an awesome direction.