Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Rinick on February 01, 2013, 09:43:39 am

Title: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.10
Post by: Rinick on February 01, 2013, 09:43:39 am
A 16x16 version of Ironhand Graphics Set + some tiles and creatures from Phoebus' Graphics

16x16 versionoriginal (18x18)
(http://tnypic.net/3usui.png)(http://tnypic.net/48869.png)

mixed with Phoebustrees and sky
(http://tnypic.net/95i92.png)(http://tnypic.net/znwbs.png)


Spoiler: More Images (click to show/hide)

Spoiler: Download (click to show/hide)


all missing icons are filled with Phoebus' Graphic Set (http://www.bay12forums.com/smf/index.php?topic=57557.0)


Spoiler: Credits (click to show/hide)









How it's done?

Resizing small pixel art is not as easy as you might think. Software like Photoshop is almost useless.
In the end I have to make my own tool to do this job, basically this tool is used to select 16x16 pixels from original image.


(http://tnypic.net/y2ra8.png)

If you are interested in this tool, you can try it online:
http://www.goozo.net/18to16/
a demo workspace is availible via "Load Demo" button
(shift + drag to multi-select, alt + drag to remove selection)

Title: Re: A 16x16 version of Ironhand's Graphic Set (Ironhand--)
Post by: CLA on February 01, 2013, 11:51:00 am
That's a really nice utility! Any chance for an offline version?
Title: Re: A 16x16 version of Ironhand's Graphic Set (Ironhand--)
Post by: Ironhand on February 01, 2013, 12:43:22 pm
This is super cool beans!
I approve.
Title: Re: A 16x16 version of Ironhand's Graphic Set (Ironhand--)
Post by: Rinick on February 01, 2013, 08:28:05 pm
That's a really nice utility! Any chance for an offline version?
Yep,
you can download the swf and open it locally
www.goozo.net/18to16/18_16.swf
Title: Re: A 16x16 version of Ironhand's Graphic Set (Ironhand--)
Post by: CLA on February 01, 2013, 09:46:16 pm
Yep,
you can download the swf and open it locally
www.goozo.net/18to16/18_16.swf
Thanks! Really could have figured that out myself...
Title: Re: A 16x16 version of Ironhand's Graphic Set (Ironhand--)
Post by: Rinick on February 05, 2013, 01:22:46 am
updated, add the full package just like original Ironhand version.

all the 18_16 workspace I used are also included in the zip, anyone can use them to modify the icons based on current version
Title: Re: 16x16 version of Ironhand's Graphic + Phoebus' creatures icons(Ironhand16)
Post by: Rinick on February 22, 2013, 10:33:45 am
version 0.73.2
changes: fill missing icons with Phoebus' Graphic Set
Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: LordBaal on February 23, 2013, 08:09:05 am
Excellent dude! You deserve an award for doing this!
Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: Rose on February 23, 2013, 08:15:36 am
This is a really cool tool.

Do you have any plans on expanding the functionality?
Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: Rinick on February 23, 2013, 10:14:26 am
This is a really cool tool.

Do you have any plans on expanding the functionality?

Nope,
this idea works well when you want to reduce only 1 or 2 pixel in width/height.
making it work for general cases seems kind of wasting of time to me.

But I can put the source code on googlecode or github if you need. it's just about 1000 lines of AS3/flex code (no comments :P )



Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: Bloax on February 23, 2013, 04:55:23 pm
But I can put the source code on googlecode or github if you need. it's just about 1000 lines of AS3/flex code (no comments :P )
*Cough* *Cough* (http://www.vapoursynth.com/2012/10/open-binary-introducing-a-practical-alternative-to-open-source/)
Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: Big Bear on February 24, 2013, 07:00:18 pm
Thanks a lot for making this version, Rinick.

I stumbled across this thread by accident when I was looking for information on how I could merge Ironhand's dwarves and objects with the creatures from Phoebus myself. Didn't realize how much was involved. Thanks for your hard work!

Ah yes... Those rampaging monkeys look like monkeys now as they swarm my fort.. Nice!  :)
 
Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: Rinick on March 15, 2013, 12:54:44 am
version 0.73.3
changes:
1) use Phoebus' wall, track.  (original 16x16 tiles are still included : data/art/ironhand16_original.png)
2) fix MONARCH icon
3) fix tetrahedrite color
Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: Yuzuke on June 17, 2013, 10:51:41 pm
Awesome! ;D
This is what ART is all about
Title: Re: 16x16 version of Ironhand's Graphic(Ironhand16) + Phoebus' creatures icons
Post by: Rinick on June 20, 2013, 09:50:39 am
version 0.73.4
change:
1) update doren/crittermen.png from DF_Phoebus_34_11v01
2) add dark border to improve the underwater crittermen graphic
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic + Phoebus' creatures icons
Post by: Rinick on July 08, 2014, 10:54:42 pm
version 40.01
change:
  update to DGF2014 based on GoldenShadow's Ironhand 40_01  (http://dffd.wimbli.com/file.php?id=8747)
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.03
Post by: Rinick on July 15, 2014, 01:18:06 am
version 40.03
change:
  update to DF 0.40.03, and improve tree graphics
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.03
Post by: Kirkegaard on July 16, 2014, 04:06:59 am
Thanks for this wonderful graphic pack!
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.04
Post by: Rinick on July 22, 2014, 04:10:06 pm
version 40.04v3
change:
  update to DF 0.40.04, and improve flower and fruit graphics
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.04
Post by: Kirkegaard on July 25, 2014, 05:51:20 am
I just noticed something that might be a Ironhand bug or a DF bug.

When a dwarf is captured in a cage he looks fine, but when you build the cage, he always look dead even thou he is alive.

Is this a Ironhand issue or should I report it as a real bug?

http://billedeupload.dk/images/oKgWE.png (http://billedeupload.dk/images/oKgWE.png)
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.04
Post by: Doren on July 25, 2014, 07:35:46 am
I just noticed something that might be a Ironhand bug or a DF bug.

When a dwarf is captured in a cage he looks fine, but when you build the cage, he always look dead even thou he is alive.

Is this a Ironhand issue or should I report it as a real bug?

http://billedeupload.dk/images/oKgWE.png (http://billedeupload.dk/images/oKgWE.png)

It's not a bug but it happens because there's no full graphic support yet. Caged creatures ignore grapic sets and are pictured as tiles from basic tilesets. Dogs become d, goblins become g, same for dwarves that are and
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.04
Post by: Kirkegaard on July 25, 2014, 09:00:49 am
I just noticed something that might be a Ironhand bug or a DF bug.

When a dwarf is captured in a cage he looks fine, but when you build the cage, he always look dead even thou he is alive.

Is this a Ironhand issue or should I report it as a real bug?

http://billedeupload.dk/images/oKgWE.png (http://billedeupload.dk/images/oKgWE.png)

It's not a bug but it happens because there's no full graphic support yet. Caged creatures ignore grapic sets and are pictured as tiles from basic tilesets. Dogs become d, goblins become g, same for dwarves that are and

Not sure I understand that. The dwarf on the picture is not a " or " but the picture of a dead dwarf?
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.04
Post by: Doren on July 25, 2014, 12:31:48 pm
sic tilesets. Dogs become d, goblins become g, same for dwarves that are and

Not sure I understand that. The dwarf on the picture is not a " or " but the picture of a dead dwarf?
[/quote]

Look at the first two tiles on tileset - they are dead dwarves. In ASCII these tiles are smile symbols, that are used for dwarves.
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.04
Post by: Kirkegaard on July 25, 2014, 12:58:21 pm
sic tilesets. Dogs become d, goblins become g, same for dwarves that are and

Not sure I understand that. The dwarf on the picture is not a " or " but the picture of a dead dwarf?

Look at the first two tiles on tileset - they are dead dwarves. In ASCII these tiles are smile symbols, that are used for dwarves.
[/quote]

Okay, so it is a consequence of limited ascii options for the translation?
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.05
Post by: fricy on July 28, 2014, 05:00:39 am
@rinick: The raws in this pack  (http://dffd.wimbli.com/file.php?id=7373)are not updated for 40.05.

Here are the updated Ironhand objects for 40.05 (https://dl.dropboxusercontent.com/u/36491887/Ironhand_objects_40.05v1.zip).

Spoiler: raw changelog 40.05 (click to show/hide)
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.05
Post by: Urist McFrustum on July 28, 2014, 12:29:54 pm
The d_init.txt file is missing a line about the population cap:

[STRICT_POPULATION_CAP:220]

which is located right after the old [POPULATION_CAP:200]. As a quick fix, just change your d_init so it look likes:

[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]

If you don't do this, you'll be stuck with your original 7 dwarfs forever.
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.05
Post by: Rinick on July 28, 2014, 08:09:10 pm
@rinick: The raws in this pack  (http://dffd.wimbli.com/file.php?id=7373)are not updated for 40.05.

Here are the updated Ironhand objects for 40.05 (https://dl.dropboxusercontent.com/u/36491887/Ironhand_objects_40.05v1.zip).

Spoiler: raw changelog 40.05 (click to show/hide)

The d_init.txt file is missing a line about the population cap:

[STRICT_POPULATION_CAP:220]

which is located right after the old [POPULATION_CAP:200]. As a quick fix, just change your d_init so it look likes:

[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]

If you don't do this, you'll be stuck with your original 7 dwarfs forever.

Thank you for the bug report.
both are fixed in 40.05v3
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.09
Post by: Xerberus on August 23, 2014, 05:59:31 am
silly question, if i want to use your graphic pack for the current starter pack then all i need is the "update package only" and paste it into the /LNP/graphics folder, correct or is this only for the lazy newb pack?

thx for your great work man :)
Title: Re: Ironhand16: 16x16 version of Ironhand's Graphic for 0.40.09
Post by: LeoCean on August 23, 2014, 03:06:01 pm
Yes as the download page says:

This is graphic update package only
if you want to patch a existing installation of Dwarf Fortress , extract files to your install folder
if you want to use it in Lazy Newb Pack, extract it in LNP/Graphics folder and rename the root folder ( i.e. "Ironhand16")


Just use the starter pack to install graphics then if you want update your savegames. It usually doesn't break them but keeping a backup outside of the main dwarf fortress directory it overwrites doesn't hurt.