Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Rydel on March 08, 2015, 02:27:41 pm

Title: Rally Ho! Graphics Set - 47.05 release
Post by: Rydel on March 08, 2015, 02:27:41 pm
(http://i.imgur.com/aPVrsEH.png)

Rally Ho! Final Fantasy Graphics Set
Rally Ho! is a 16x16 graphics set for Dwarf Fortress 47.05 based on graphics from the Final Fantasy series of video games, especially the NES, SNES, GB, and GBA games.
Download (47.05) (http://dffd.bay12games.com/file.php?id=11678)
Non-TWBT Version (47.05) (http://dffd.bay12games.com/file.php?id=11384)
Prebundled with Dwarf Fortress, DFHack, and TWBT (https://dffd.bay12games.com/file.php?id=15506)


This tileset is based off my Rise of the Mushroom Kingdom Graphics Set (http://dffd.bay12games.com/file.php?id=10368), and contains some graphics from Phoebus' Graphics Set (http://www.bay12forums.com/smf/index.php?topic=137096.0).

NOTICE: This tileset contains a modified init.ini, d_init.ini, and dfhack.init files.  If you have made any changes to these files, you will need to move those changes over manually.  This graphics set also used modified raws.

The primary version of this tileset is designed for use with Text Will Be Text (http://www.bay12forums.com/smf/index.php?topic=138754.0)
A separate, non-TWBT version is also available.

Spoiler: Tileset Preview (click to show/hide)
Spoiler: Stone Icons (click to show/hide)



Spoiler: Creature Preview (click to show/hide)

Changelog:
Spoiler: 47.05 (click to show/hide)
Spoiler: 43.05a (click to show/hide)
Spoiler: 43.05.4 (click to show/hide)
Spoiler: 43.05.3 (click to show/hide)
Spoiler: 43.05.2 (click to show/hide)
Spoiler: 43.05.1 (click to show/hide)
Spoiler: 43.05 (click to show/hide)
Spoiler: 43.02-43.04 (click to show/hide)
Spoiler: 42.06 (click to show/hide)
Spoiler: 42.05 (click to show/hide)
Spoiler: 42.04 r2 (click to show/hide)
Spoiler: Version 1.4 (click to show/hide)
Spoiler: Version 1.3 (click to show/hide)
Spoiler: Version 1.2 (click to show/hide)
Spoiler: Version 1.1 (click to show/hide)

Title: Re: Rally Ho! Graphics Set
Post by: Meph on March 09, 2015, 12:51:11 am
Not sure if you already know about this, but here is a color scheme for data/init/colors.txt that uses the NES color scheme.

Code: [Select]
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

NES
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:120]
[BLUE_B:248]
[GREEN_R:0]
[GREEN_G:184]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:136]
[CYAN_B:136]
[RED_R:248]
[RED_G:56]
[RED_B:0]
[MAGENTA_R:216]
[MAGENTA_G:0]
[MAGENTA_B:204]
[BROWN_R:172]
[BROWN_G:124]
[BROWN_B:0]
[LGRAY_R:188]
[LGRAY_G:188]
[LGRAY_B:188]
[DGRAY_R:124]
[DGRAY_G:124]
[DGRAY_B:124]
[LBLUE_R:60]
[LBLUE_G:188]
[LBLUE_B:255]
[LGREEN_R:184]
[LGREEN_G:248]
[LGREEN_B:24]
[LCYAN_R:88]
[LCYAN_G:248]
[LCYAN_B:152]
[LRED_R:248]
[LRED_G:120]
[LRED_B:88]
[LMAGENTA_R:248]
[LMAGENTA_G:120]
[LMAGENTA_B:248]
[YELLOW_R:248]
[YELLOW_G:184]
[YELLOW_B:0]
[WHITE_R:252]
[WHITE_G:252]
[WHITE_B:252]
Title: Re: Rally Ho! Graphics Set
Post by: Rydel on March 09, 2015, 07:26:47 pm
I was aware that it existed, but couldn't find it.  It looks nice at a glance, though I may check the palettes used in Final Fantasy IV and V to create one from that.
Title: Re: Rally Ho! Graphics Set 1.1
Post by: Rydel on March 13, 2015, 09:57:44 pm
I've updated the download with a colors.txt file based off the palettes from Final Fantasy IV and V, so it should have more of a Super Nintendo feel to it. (Not seen in the screenshots in the original post, yet)

I've created a new wall graphic.  The previous ones were placeholders that I kind of forgot about...
The new ones will look like a wall with raised edges when constructed/smooth, but look like the crenelated castle walls from the games when engraved.
(http://i.imgur.com/oobGVIq.png)

I've also replaced the Thread and Cloth with images from Final Fantasy Tactics A2: Grimoire of the Rift, which are closer in style than the old ones, which were adapted from Final Fantasy XIV.
Title: Re: Rally Ho! Graphics Set 1.2 - Text Will Be Text graphics
Post by: Rydel on March 15, 2015, 05:46:30 pm
I have uploaded a new version of the graphics set with Text Will Be Text graphics, so each item can have its own appearance.

I've also fixed an issue where Stepladders were displaying incorrectly.  This was a raw change, so the effect won't be seen on existing worlds.
Title: Re: Rally Ho! Graphics Set 1.2 - Text Will Be Text graphics
Post by: Wannabehero on March 17, 2015, 08:56:32 am
I'm a little saddened this thread hasn't received more attention yet.

This is a gorgeous tileset Rydel, absolutely wonderful.  I love the old JRPG feel of these classical graphics, and the tiles are nice and crisp and clean.

The new wall design is fantastic, and excellent improvement over the original.

I hope you eventually get to replacing the last vestigial Phoebus sprites with your own, to really lock this tileset down as your own.  If you want help/collaboration, I would be happy to try my hand at it, as my own tile work has slowed to a crawl.

I will be trying these graphics out next chance I get.  Really good work.  Thank you for sharing it.  I will be keeping an eye on it to see what else you do with it!
Title: Re: Rally Ho! Graphics Set 1.2 - Text Will Be Text graphics
Post by: Meph on March 17, 2015, 12:41:12 pm
If I were modding at the moment, I'd ask you if I can integrate it into the Masterwork settings. I'm sure that PeridexisErrant would do the same for his starter pack. :)
Title: Re: Rally Ho! Graphics Set 1.2 - Text Will Be Text graphics
Post by: Rydel on March 17, 2015, 05:42:00 pm
I do intend to replace the remaining Phoebus sprites.  Once I do, my next plan is to make a Masterwork version.

I'll need to look at the new Masterwork version and see how to get it to work with the launcher, since it uses modified raws.
Title: Re: Rally Ho! Graphics Set 1.2 - Text Will Be Text graphics
Post by: Meph on March 18, 2015, 04:00:39 am
There is no masterwork version. Masterwork is in some kind of suspended state at the moment, the current mod will not be updated anymore, instead a new one will be written for DF40.x

Did you modify the raws at all? Because if its based on the same raws as for example Ascii or Phoebus, it'S just drag and drop into Masterwork.
Title: Re: Rally Ho! Graphics Set 1.2 - Text Will Be Text graphics
Post by: Rydel on March 18, 2015, 11:54:51 am
There are some raw changes, mostly for different unmined stone and for the stepladder.  They don't match Phoebus.

By "new masterwork version" I was referring to the 40.x remake you're writing.  I haven't gotten around to trying the alpha, but it sounded like there was still a launcher for it, unless I misread something.
Title: Re: Rally Ho! Graphics Set 1.2 - Text Will Be Text graphics
Post by: Meph on March 20, 2015, 04:55:11 am
Yes, there is a launcher, and yes, it can already exchange tilesets.

Best to leave it alone, I'll add your set when I start developing the mod further. There is no need for you to be forced to learn how my GUI works. ^^
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: Andeerz on April 04, 2015, 07:48:34 am
It should be "Lally Ho!"... grumble grumble... young whipper-snappers, the lot of you...

Anyway, this is pretty great.
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: Rydel on April 04, 2015, 09:19:31 am
I believe you mean "Lali Ho!"
I went will Rally Ho because the DS translation is the most accurate overall, and Rally Ho is the translation it used.  Additionally, Final Fantasy IX used Rally Ho, so it's been the most consistent.
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: Max™ on April 04, 2015, 08:35:40 pm
>.>

<.<

I messed up a couple of things due to the rather ad-hoc method I used (gwenview zoom keeps things crisp, ksnapshot pulls the pixels as you see them but didn't preserve transparency so I used gimp to add the alpha back in and remove the background color from the gwenview screen) and I think I entirely forgot to redo the alpha for the graphics tiles actually... but it works pretty darn well at 24x24:
Spoiler (click to show/hide)
I'll see if I can find a better way to clean up the transition errors unless someone knows of a better way to get gimp to resize without losing crispness... I'm sure I'm a dumbass and there is a better way to do all that.
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: Rydel on October 06, 2015, 04:44:57 pm
That does still look pretty good.

For making a proper 24x24 tileset, I'd probably need the sprites from the PSP versions of 1, 2, and 4, since I think those used 24x24 for out of battle graphics.

(Sorry about the really slow response - apparently, the forums sometimes decide to stop sending notices for no reason.)
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: Thuellai on October 06, 2015, 11:56:59 pm
Do you know how sprite-ripping works?  I have the FFIV Complete Collection on PSP, I could try and pull those sprites for you.
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: noirscape on October 07, 2015, 01:04:48 pm
Do you know how sprite-ripping works?  I have the FFIV Complete Collection on PSP, I could try and pull those sprites for you.

Rather than pulling sprites from the ROM, you can also just go to The Spriters Resource (http://www.spriters-resource.com/psp/F.html) and give credit where needed.

EDIT: nevermind, The Spriters Resource doesn't have tilesets. Only battle sprites.
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: dirkdragonslayer on December 05, 2015, 08:33:36 pm
I have been on a final fantasy kick recently after trying 14, and have been replaying the old ones from the back of my closet. So far this reminds me of the GBA release of FFI & FFII:Dawn Of Souls, which I love. Then dwarf fortress updated and I had no idea what to do, but fiddling with this a bit so it works with the update will keep this ball of mine rolling, but maybe I should wait until it is a bit more complete.
Title: Re: Rally Ho! Graphics Set 1.3 - with Text Will Be Text graphics!
Post by: Rydel on December 05, 2015, 08:39:31 pm
I haven't had a chance to download the new version and see what needs to be changed.  I'll likely take a look at it some time tomorrow, and post an updated version when it's ready.

EDIT: I have uploaded a preliminary version for 42.02 at http://dffd.bay12games.com/file.php?id=11384
A full update with TWBT support will need to wait for DFHack and TWBT to update.
This does include overrides for the new items, so if TWBT doesn't have any changes in how overrides are written in the next version, it should work for that, buy you'll have to set up the init.txt file manually.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: PsychoAngel on December 06, 2015, 04:55:22 pm
I've been playing around with this a bit, and quite like it. However there are a few problems that I have which you might want to mess around with:

1.) Trees don't pop out from other vegetation quite as much as they could. Still easy to see, but also easy to overlook.
2.) The text in menus such as embark prep or advanced worldgen is too bright by default, making the brightening of the text when selected unnoticeable. With this it's really difficult to know just what you have selected.
3.) The differing floor tiles on the same material really mess with me. I could get used to it, but as is some floor tiles still look like walls to me.

Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Rydel on December 07, 2015, 05:35:56 pm
I'm going to take a look at those issues.  Could you let me know some of the floor tile materials that are looking like walls to you?

I'm not sure how much I can do with trees.  That one may take some testing around.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: PsychoAngel on December 07, 2015, 06:09:12 pm
I've got screenies this time.

It's not so much as the materials of the floor, it's that the tiles don't look the same even though they're the same material, even without any vegetation on them.
Spoiler: Demonstrated here (click to show/hide)

Also, some designation marks are REALLY dark. Pictured below are up stairs, down stairs (which can't be seen), and up/down stairs.
Spoiler: As seen here (click to show/hide)

Spoiler: Here's the trees (click to show/hide)
As you can see, they're not terrible to place, but look pretty similar to other tiles.

This isn't the worst offender, but it's pretty difficult to see, at least to me.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Rydel on December 07, 2015, 07:11:07 pm
Looks like most of these are probably due to how DF handles foreground/background and transparency.  I should be able to fix those.

For the trees, perhaps I could play with the color contrast to make the tree part stand out a bit.  Hopefully I'll have something soonish.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: PsychoAngel on December 07, 2015, 08:25:42 pm
Cool, thanks for taking a look at it.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Rydel on December 08, 2015, 04:24:41 pm
I've fixed the designation issue on my end (it's definitely caused by lack of transparency)
The game using mixed times for the same material seems to be normal behavior.  Is the main part causing confusion the mossy stone looking tiles?
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: PsychoAngel on December 08, 2015, 05:20:55 pm
Yeah, especially with red sand. With the way I like to dig out homes for commonfolk, red sand and its floor tiles cause a lot of grief.
Title: Re: Rally Ho! Graphics Set 1.4 beta 2 - with non-TWBT support for 42.02!
Post by: Rydel on December 08, 2015, 10:42:23 pm
I've updated the file for the 42.02 version.  It should fix the unclear text and uses a different floor tile.
The designations should be improved - at the very least down stairs will no longer be completely invisible.
I've tried to change the shading on the tree a bit to hopefully make it sand out more, but I haven't had any issues picking them out, so I can't be sure.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Valience on December 11, 2015, 03:44:31 am
Just a heads up, but I believe you're missing the new tools from your raws. Namely the book related stuff. I wouldn't have noticed except I wanted to try and get a library going and couldn't figure out why I couldn't find the reaction in any of the building the wiki says I should have been.

In a related note, you might also be missing the quicklime reaction, since it was new as well, but I haven't checked as I haven't gotten to that point.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Rydel on December 11, 2015, 12:12:35 pm
They should be there: Did you download the preliminary 0.42.02 version or the old version?
A quick way to check is to open the data/art/rally_ho_twbt_1.png file.  Even though TWBT isn't updated yet, it's added graphics for the new tools.  If they aren't there, you probably downloaded the old version.

The old version is still listed, since TWBT isn't available for the new one yet.

Reactions shouldn't be affected, as this doesn't replace those files.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: dirkdragonslayer on December 11, 2015, 03:19:40 pm
They should be there: Did you download the preliminary 0.42.02 version or the old version?
A quick way to check is to open the data/art/rally_ho_twbt_1.png file.  Even though TWBT isn't updated yet, it's added graphics for the new tools.  If they aren't there, you probably downloaded the old version.

The old version is still listed, since TWBT isn't available for the new one yet.

Reactions shouldn't be affected, as this doesn't replace those files.
I do not think he is wrong, I had this problem too, just forgot to report it earlier. Basically Rally Ho! has it's own file for Tools which use the old version's Tools, and that doesn't contain the new tools such as Quires, Rollers, etc. I fixed it on my own but completely forgot that someone else might have the problem. I believe quicklime might be a similar issue with some other RAW, but I have yet to try to make it, because I use Pig Tail Paper. This is, however, unless you found this problem yourself and fixed it at some point in time.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Rydel on December 11, 2015, 03:41:40 pm
Wow... I updated the raws to include the new tools, but then uploaded it with the wrong version.

My bad, I'll upload the correct one when I get home from work.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Valience on December 11, 2015, 03:47:32 pm
Haha, I do that kind of stuff all the time so I can't fault ya for it. Just glad that it wasn't something less easy to fix.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.02!
Post by: Rydel on December 11, 2015, 09:03:59 pm
Speaking of easy to fix, it should be fixed now.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Rydel on December 12, 2015, 10:40:44 pm
Slight update to reflect a minor change in the 42.03 raws
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: dirkdragonslayer on December 12, 2015, 11:24:41 pm
While on the topic of minor problems, The tile used for "Down Stairs" appears as a pure black square when you designate it for digging. Just a personal nitpick for when I am planning out the entrance to my base and I cannot tell where the stairs are.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Rydel on December 13, 2015, 03:46:17 pm
I've posted a minor update with should make them a bit clearer.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Valience on December 24, 2015, 03:11:24 pm
Another minor thing I'm seeing- when I have a NSE wall, it's using the NSEW wall tile. Not sure if that's something others are getting, or if it's something I borked up on my end.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Gotham123 on January 03, 2016, 08:41:58 pm
Hi I love this graphics set but however I  have no idea on how to install it. could you please help me?.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Rydel on January 03, 2016, 09:46:51 pm
Just extract the content of the download over an existing Dwarf Fortress install.

If you do not have DFHack and Text Will Be Text installed, go in to the data\init folder, then delete init.txt and rename no-twbt-init.txt to init.txt

You will need to generate a new world for it to work.
Alternately, you can update your existing world by copying the "raw" folder into data\save\<worldname>\, overwriting the existing raw folder.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Gotham123 on January 04, 2016, 03:39:00 pm
thank you very much
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Gotham123 on January 04, 2016, 03:42:02 pm
also I got the 42.03 verison does that change anything?
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.03!
Post by: Rydel on January 04, 2016, 06:50:11 pm
The instructions don't really change for that, though be aware that I haven't tested the new TWBT images yet, so the new tools may not have proper images.
Title: Re: Rally Ho! Graphics Set 1.4 beta - with non-TWBT support for 42.04!
Post by: Rydel on January 05, 2016, 07:58:02 pm
I've just uploaded a new version with all of the new animal people and giant animals for 42.04.  It also fixes the wall issue Valience mentioned.
Title: Re: Rally Ho! Graphics Set 42.04 with TWBT Support
Post by: Rydel on January 20, 2016, 08:24:37 pm
Since DFHack and TWBT have updated for 42.04, I've tested everything out with it and made some corrections.  I've also added overrides for workshops and some other buildings so they look better when you are using TWBT and improved a few items in the tileset overall.

As a side note, I'm changing the version numbering system to just be the version of DF it's designed for and a revision number to make things easier to track.
Title: Re: Rally Ho! Graphics Set - 42.05 release
Post by: Rydel on April 10, 2016, 02:41:32 pm
I released an updated version.  I've tested all the newer updated with TWBT, so this brings the new lizards from 42.05 to the TWBT version.  I've also included overrides for various plants.
Title: Re: Rally Ho! Graphics Set - 43.02 release
Post by: Rydel on May 21, 2016, 11:05:49 am
I've uploaded a 43.02 version of the non-TWBT tileset.  The tileset itself hasn't changed, but the item_tools file now includes the two new tools in this version.
Title: Re: Rally Ho! Graphics Set - 43.02 release
Post by: jecowa on May 21, 2016, 07:39:36 pm
I was double-checking the raws in your non-TWBT v0.43.02 version and found some thing that may be important.
Title: Re: Rally Ho! Graphics Set - 43.02 release
Post by: Rydel on May 21, 2016, 10:12:38 pm
The file seems normal and loaded fine for me.  I reinserted it in the archive and reuploaded it.  I also removed a newline at the end of the file, in case that caused issues.  These already are the lines copy/pasted from the original.

I'm not sure how I missed the Thread line - I've added it back in.

I didn't see any entries missing a TREE_TILE token, though some of them have it moved to the end with the TREE_COLOR and similar tokens to make changes easier.
Title: Re: Rally Ho! Graphics Set - 43.02 release
Post by: jecowa on May 21, 2016, 10:44:58 pm
Oh, yeah, it looks like the tree_tiles I was missing were just at the bottoms. Thanks for the help.
Title: Re: Rally Ho! Graphics Set - 43.02 release
Post by: jecowa on May 30, 2016, 07:00:24 pm
Is it okay to include this tileset in Lazy Newb Packs?
Title: Re: Rally Ho! Graphics Set - 43.04 release
Post by: Rydel on June 28, 2016, 05:21:51 pm
The tileset has been updated for 43.04.

The Text Will Be Text version reflects the new raw changes in 43.04 and will no longer revert them to their old behavior
The non-TWBT version no longer includes the plant overrides from the TWBT version, which should fix any display issues that the plants had.
Title: Re: Rally Ho! Graphics Set - 43.04 release
Post by: Thuellai on July 06, 2016, 12:26:40 pm
Really like this tileset, use it for all my normal DF games.

My only complaint is that certain dark tiles, especially constructed doors, are very easy to lose on dark backgrounds - It's hard to spot the brown border.  Minecarts are also pretty dark but their outline is a little clearer.
Title: Re: Rally Ho! Graphics Set - 43.04 release
Post by: Thuellai on July 06, 2016, 12:50:33 pm
Accidental double post
Title: Re: Rally Ho! Graphics Set - 43.04 release
Post by: Rydel on July 06, 2016, 05:39:52 pm
I think I see what the problem with that tile is and should have it improved in the next version when I test 43.05
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on July 16, 2016, 09:35:00 am
43.05 didn't change anything raw-wise, so I'm using this opportunity to add something new.

I've always planned to eventually expand this tileset to work with Masterwork, but haven't had the time.  However, since Masterwork includes stuff from a lot of other mods, adding at least partial support for those mods will mean the tileset can do a lot more while waiting for that to be finished.

So, this version of Rally Ho! adds graphics for all of the Fortress Defense II races.

It also added graphics for Succubus Dungeon's Succubus race.  I already had the graphics ready from earlier work.  Since Succubus Dungeon makes other changes, this isn't full support, and the Text Will Be Text version likely won't work correctly, but the non-TWBT version shouldn't have problems beyond some missing creature sprites.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Thuellai on July 16, 2016, 12:50:42 pm
Rally Ho expanding towards Masterwork support?  That is exciting.  Browsed through the FD/Succubus tiles, they're all great. 
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Thuellai on July 21, 2016, 10:48:02 am
The pack is missing the Ferric Elf graphics text file, which is causing a crash.

EDIT:  Slightly misinterpreted the crash - the actual problem is that the elf graphics file is pointing towards a 'graphics_rallyho_fs_ferric_elves'  instead of a 'graphics_rallyho_fd_ferric_elves'.  Typo!
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on July 21, 2016, 04:46:04 pm
Oops.
That should be fixed now.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: jecowa on July 28, 2016, 06:29:02 pm
Thanks for providing a non-TWBT version of Rally Ho!.

I was wondering if you could explain to me a little why the TWBT version modifies the plant raws (files listed below) but the non-TWBT version doesn't. Do you think non-TWBT versions of other tilesets should probably be using the vanilla versions of the plant raws too?

Thank you!

Spoiler: Plant Raws: (click to show/hide)
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on July 28, 2016, 06:37:15 pm
The modified raws are because I have overrides for the plants, but the only way for TWBT to tell plants apart is by tile.  If you use the modified plant raws without TWBT, all of the plants will have seemingly random images for their tiles.

The only other tileset I can think of offhand that overrides plants is GemSet, which would need separate plant raws to use without TWBT.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: jecowa on July 28, 2016, 07:34:17 pm
Thanks for the explanation.

I think there might be a minor issue with the /raw/graphics/graphics_rallyho_monster.png file. It does not have a ColorSync profile in the latest version of Rally Ho! In the previous version of Rally Ho! this file had a ColorSync profile as do the other /raw/graphics PNGs in the pack.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on July 28, 2016, 08:15:28 pm
This is actually the first time I'd heard of those profiles..  I have started using Aseprite instead of GraphicsGale, so I wonder if this is something GG was adding automatically.  Or possibly Photoshop, which uses a different profile format anyway.

Is this causing problems anywhere? It looks like the file should work without it.
Checking the profile in Photoshop, both the current version and my old versions list the profile as "Working - CMYK" (Odd, since I'm not designing this for print, but consistent with all the other files)
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: jecowa on July 28, 2016, 08:43:14 pm
This is actually the first time I'd heard of those profiles..  I have started using Aseprite instead of GraphicsGale, so I wonder if this is something GG was adding automatically.  Or possibly Photoshop, which uses a different profile format anyway.

Yeah, these often get added automatically. My graphics programs automatically add them. From opening one of your graphics in a text editor, I see the name "Photoshop" included in the ICC color profile.

Is this causing problems anywhere? It looks like the file should work without it.

It's causing the colors of to look slightly different, but it's barely noticeable in this instance. It can cause a noticeable difference, though. I was having trouble figuring out why my alpha channels looked so much different from someone else's until I noticed the color profiles. I had never worried about color profiles before then. I think the purpose of them is to somehow help keep colors looking the same for every user.

Checking the profile in Photoshop, both the current version and my old versions list the profile as "Working - CMYK" (Odd, since I'm not designing this for print, but consistent with all the other files)

For me it shows that the color profile for your graphics is "sRGB IEC61966-2.1". Maybe CLA or burnedfx or someone would know more about this stuff.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on July 28, 2016, 10:55:26 pm
I misread the window - It's the sRGB one you mentioned.  The CMYK was the default to covert to.

I've added a color profile and put the new version to both my Github and DFGraphics.
Since the change is so minor, I'm not making a new release or updating DFFD at this time - I'll just bundle it with the next one.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: jecowa on August 11, 2016, 12:53:24 am
Suggestion for the non-TWBT version: Include the 4 /raw/objects/language_* files from Phoebus. This makes the game use normal characters instead of accented characters in the names of stuff. (So that dwarf names don't contain graphics tiles.)
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on August 12, 2016, 06:17:08 pm
Good idea.  I've added them.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: ZM5 on October 19, 2016, 05:51:48 pm
I have to say, while I don't use graphics packs anymore since 42.xx, this one is making me genuinely reconsider it. Really captures the nostalgic feel of older FF games - great job!
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: squamous on February 12, 2017, 11:16:15 pm
Is there a version that has fortress defense installed along with the base game? I tried installing the standalone fortress defense mod with the graphics of Rally Ho! but none of the fortress defense creatures used the graphics, just letters. Maybe I'm doing something wrong?
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on February 12, 2017, 11:28:20 pm
Did you install FD first, or the tileset?  If you installed the tileset first, try installing it again.  It's possible Fortress Defense overwrote something.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: squamous on February 12, 2017, 11:36:01 pm
Did you install FD first, or the tileset?  If you installed the tileset first, try installing it again.  It's possible Fortress Defense overwrote something.

I am re-installing and installing FD before the tileset. Should I install the graphics pack that accompanies FD and let Rally Ho overwrite it, or not install it at all?

EDIT: I have tried both options, and they both resulted in the same outcome; the creature sprites just refuse to work. Could someone else try installing FD and Rally Ho to see if its a problem on the tileset's end?
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on February 13, 2017, 07:05:35 pm
I downloaded a fresh copy of Dwarf Fortress and Fortress Defense.
Everything displayed correctly in Arena Mode except for playable elves and Hellfire Imps.
With playable elves, I forgot to update their file dimensions, so they were squished.  For Hellfire Imps, I'd put their name as FIRE_IMP_FD instead of IMP_FIRE_FD.
If you redownload, those should work now. 

If there were any other races that weren't showing other than Hellfire Imps, which ones were they?
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: squamous on February 13, 2017, 09:04:56 pm
I downloaded a fresh copy of Dwarf Fortress and Fortress Defense.
Everything displayed correctly in Arena Mode except for playable elves and Hellfire Imps.
With playable elves, I forgot to update their file dimensions, so they were squished.  For Hellfire Imps, I'd put their name as FIRE_IMP_FD instead of IMP_FIRE_FD.
If you redownload, those should work now. 

If there were any other races that weren't showing other than Hellfire Imps, which ones were they?

Ferric Elves also didn't show up.

On another note, what mod is the Succubus tileset for?
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on February 13, 2017, 11:27:51 pm
The Ferric Elves are showing up for me.
Can you quickly check raw/objects/creature_fortdefense.txt and make sure line 1539 is [CREATURE:ELF_FERRIC_FD]?
Also, check raw/graphics/graphics_rallyho_fd_ferric_elves.txt and make sure line 9 is [CREATURE_GRAPHICS:ELF_FERRIC_FD]
Lastly, check raw/graphics and make sure that graphics_rally_ho_fd_ferric_elves.png exists.

I did just notice that Aseprite is reporting that the Ferric Elf graphics had an invalid sRGB profile.  If that's it, the problem is Photoshop's fault. It's late, so tomorrow evening I will open all of the graphics in Aseprite and save them with fixed profiles.

The succubi are for Boltgun's Succubus Fortress.  I'm working on expanding the tileset for Masterwork Dwarf Fortress, so I took care of the creatures from Fortress Defense and Succubus Fortress since they're in Masterwork but can also be used on their own.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: squamous on February 14, 2017, 03:55:41 pm
The Ferric Elves are showing up for me.
Can you quickly check raw/objects/creature_fortdefense.txt and make sure line 1539 is [CREATURE:ELF_FERRIC_FD]?
Also, check raw/graphics/graphics_rallyho_fd_ferric_elves.txt and make sure line 9 is [CREATURE_GRAPHICS:ELF_FERRIC_FD]
Lastly, check raw/graphics and make sure that graphics_rally_ho_fd_ferric_elves.png exists.

I did just notice that Aseprite is reporting that the Ferric Elf graphics had an invalid sRGB profile.  If that's it, the problem is Photoshop's fault. It's late, so tomorrow evening I will open all of the graphics in Aseprite and save them with fixed profiles.

The succubi are for Boltgun's Succubus Fortress.  I'm working on expanding the tileset for Masterwork Dwarf Fortress, so I took care of the creatures from Fortress Defense and Succubus Fortress since they're in Masterwork but can also be used on their own.

The lines seem to be in order so I think its most likely an issue with photoshop.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: Rydel on February 14, 2017, 06:49:54 pm
Try redownloading it now - I've fixed their profiles.
Title: Re: Rally Ho! Graphics Set - 43.05 release
Post by: squamous on February 14, 2017, 08:04:18 pm
Try redownloading it now - I've fixed their profiles.

All right, the Ferric Elves are working now, thanks for the help.
Title: Re: Rally Ho! Graphics Set - 43.05 release - TWBTNext version
Post by: Rydel on March 25, 2017, 07:49:03 am
The main post has now been updated with a special version of the tileset with support for TWBTNext transparency.
Title: Re: Rally Ho! Graphics Set - 43.05 release - TWBTNext version
Post by: IMMatthu on November 12, 2017, 11:13:31 pm
This looks really good, I'd love to see what it looks like with transparent backgrounds with TwbtNext

Any plans to make a 24x24 version? 16x16 way too small for even a 1080p monitor, no?
Title: Re: Rally Ho! Graphics Set - 43.05 release - TWBTNext version
Post by: Rydel on November 13, 2017, 08:25:56 am
I don't really have plans for it at the moment.  Since I'm trying to stick to the style and graphics of the original games, upscaling them doesn't look as clean, the games that were done with 24x24 tiles have a completely different design, and and redrawing them at a larger size would be a significant amount of work.

With TWBT, you should be able to zoom in a bit if the graphics are too small, though I don't know if it has a 150% zoom level or not, or how good the scaling is.
Title: Re: Rally Ho! Graphics Set - 43.05 release - TWBTNext version
Post by: Rydel on April 17, 2021, 11:12:22 am
Back after a long time with an update for the latest version of Dwarf Fortress, animation, differing graphics depending on the material, and generally a lot of clean up.
I've also added a pre-bundled download that has Dwarf Fortress, DFHack, Text-Will-Be-Text, and Rally Ho for anyone who was having trouble getting everything set up.
All of the links are in the original post.
Title: Re: Rally Ho! Graphics Set - 47.05 release
Post by: jecowa on April 18, 2021, 02:10:24 am
I'm in the process of looking through the changes made in the new version of Rally Ho! and have noticed a couple things that you may want to look at. Most importantly, in /data/Overrides.txt, you probably want to change the fullscreen filenames for the liquid 2 and liquid 3 pngs to match their windowed counterparts.

You changed "HAMMERER" to "EXECUTIONER" in /raw/graphics/graphics_rallyho_dwarf.txt. I'm not sure about this change. The wiki says "HAMMERER" is a valid position token, but doesn't mention "EXECUTIONER". In my testing "HAMMERER" gets used for the Hammerer dwarf, but "EXECUTIONER" does not get used for the Hammerer dwarf. Maybe define a sprite for both tokens even if they have to share a sprite? Is there something that the "EXECUTIONER" tag gets used for? I've seen this token in other graphics pack but am not sure what it is used for.

Also, as very minor things, you removed an extra pixel on the Human Crossbowman sprite at 6:13, but didn't do the same for similar Crossbowman sprites at 6:15 and 6:17, but those don't get used so not really a big deal.

And you lightened the outlines for the Whips of 3 the Human Lasher sprites, but not for Whips of the other 3 Human Lasher sprites. Oh, just realized that this is probably special detailing for the Elite Lashers. Maybe it's supposed to be sharp bits woven into the whips or something.

Title: Re: Rally Ho! Graphics Set - 47.05 release
Post by: Rydel on April 18, 2021, 09:53:07 am
Thanks for catching the issue with the liguids files - I hadn't noticed since depths weren't on in my testing.

The EXECUTIONER/HAMMERER wasn't changed in my files - either the tileset's always been wrong, or it was changed in the intervening years.

The pixel change is due to the elite soldiers having slightly lower weapon placement - the extra pixel in the non-elites was for aesthetic reasons - the lone brown hair pixel looked weird.

With the lasher, I'm not sure what happened - I'll adjust that for consistency.

I have a few other adjustments I need to make with the tiles for workshops in construction being odd, so I will update this at the same time, which will be after I update the Rise of the Mushroom Kingdom tileset.