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Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: DragonDePlatino on February 08, 2014, 12:33:26 pm

Title: DawnFortress v0.28 [Dead]
Post by: DragonDePlatino on February 08, 2014, 12:33:26 pm
DAWNFORTRESS v0.28
16x16 and 32x32 Dwarf Fortress Graphics Set

Download v0.28 (http://sta.sh/download/1385574406298809/dawnfortress_v0_28_by_dragondeplatino-d7a7rsx.zip?token=8c81154fd4ca3058a29ff9b3091949a131a50365&ts=1394852715)


WHAT IS THIS?

DawnFortress is a project I have just begun! I will be retexturing every single creature in Dwarf Fortress. This includes child, undead, skeleton, humanoid and giant variations with every possible combination thereof. I will be using sprites from my own roguelike tileset, DawnLike, and creating new ones as necessary. It's not a beautiful graphics set, but it will be a functional one with a high clarity between sprites. When finished, it will also be a nice template for anyone who wants to make a better graphics set. :)

In regard to my sanity and limitations of 16x16 pixel art, only the default and child sprites will be unique. Undead creatures are green with red eyes. Skeletal creatures are undead ones with a skull icon. Giant creatures have a small blue arrow in the upper right and creaturemen are plain humans with swapped heads.

I already have all of the graphics files typed out, so all that remains is to type in the tileset coordinates and make the sprite sheets themselves! I would say this graphics set is about...28% done. I will also be retexturing all of the non-creature graphics in an effort to attract potential mod makers...I mean, a guy can dream...right?


SCREENSHOTS
(http://fc02.deviantart.net/fs71/f/2014/073/c/9/mishthemstukos_1_by_dragondeplatino-d7a7u63.png)
Mishthemstukos, a fledgling fortress.


CREDITS
DawnBringer, for his excellent 16-color palette.
Derek Yu, for his pixel art tutorial I read all those years ago.
Hyllian, for his very useful 4xBrh algorithm I used to make the 32x32 version of this graphics set.


UPDATES

Spoiler (click to show/hide)
Title: Re: DawnFortress Graphics Help
Post by: Vherid on February 08, 2014, 12:53:53 pm
Did you turn graphics to YES in the init.txt file in df/data/init folder?
Title: Re: DawnFortress Graphics Help
Post by: Hugo_The_Dwarf on February 08, 2014, 01:43:42 pm
Diggin your DawnLike art, reminds me of Shining Force and all the old Sega Games that had beautiful art.
Title: Re: DawnFortress Graphics Help
Post by: DragonDePlatino on February 08, 2014, 01:47:17 pm
Did you turn graphics to YES in the init.txt file in df/data/init folder?
Thanks! I went ahead and edited my init.txt but it still didn't work. I then experimented and it turns out I had to change "test.txt" to "graphics_test.txt" and add "graphics_test" to the top line. Worked nicely but I still have two problems...Whenever my dog dies, it leaves behind a lowercase d. Is it possible to mod deceased (not animated) creature graphics? Something like...

[CREATURE_GRAPHICS:DOG]
  [DEAD:TEST:0:0:AS_IS:DEFAULT]

Also, I still can't get my shield to work. It keeps showing up as a "[". I'm pretty sure at this point that DF won't let you mod deceased creatures and items, which is a shame. Any modmakers want to take up this challenge?
Diggin your DwanLike art, reminds me of Shining Force and all the old Sega Games that had beautiful art.
Hey! Thanks a lot. I've worked mighty hard on this tileset. :D
Title: Re: DawnFortress Graphics Help
Post by: Hugo_The_Dwarf on February 08, 2014, 02:14:17 pm
When a creature dies in DF it's corpse tile reverts to it's CREATURE_TILE or CASTE_TILE which those take from the standard 16 rows x 16 columns(0-255) ASCII set in data/art

And items we cannot yet place custom sprites on those yet, saddly. Altho some of the current graphics packs around here make the tileset have generic but close to what that item and others will be (like phoebus has it as a pile of armor and such to so that all armor, shields pop up like that)
Title: Re: DawnFortress Graphics Help
Post by: Meph on February 08, 2014, 02:18:10 pm
First of all: Awesome to see a real artist try his hand on new content here. :)

First you must understand that graphics and tilesets are different. Only creatures use sprites. You have spriters for adult creatures, child creatures, baby creatures and undead creatures. Also special sprites for war-trained and hunting-trained ones. Thats it.

If you make sprites for intelligent creatures, that are part of a civilization, the sprites work by profession. So you have mason, miner, swordsdwarf, and so forth. Nobles also get special sprites.

What you cant do, is that shield of yours. Shields are items of the type SHIELD. Sounds silly, but thats how it is. Like a "large serrated disc" is a item of the type TRAPCOMP. They use a tile from the tileset, which is hardcoded. You can change how the tile looks, but you cant change their tilenumber. Only a few things allow this, like grasses, plants, trees and inorganics. Items like furniture, armor, weapons, etc are hardcoded.

A big problem is that Toady One mapped many graphics into a single tile. For example the tile that is used for BLOCKS is also the tree-top, when seen from a zlevel above. Or broken ammo uses the same tile as ASH. Or shields, armors, traousers, shirts, pants, gloves and helmets all share the same equipment-tile.

This means that making a tileset is a lot harder than "just" designed the actual graphics. It also has transparency, and foreground/background color that you can do tricks with. I for example use letters for vermin. GREY/BLACK looks like a grey letter on black background, but BLACK/GREEN looks like a green snake on black background. This works by using grey for the letter, a solid black for the background and a 100% transparent snake painted around the letter.

The best utility to test how this looks ingame is workshop draw, which can load different tilesets and show colors.

I was working on a 64x64 or 48x48 tileset that has been abandoned for now (http://www.bay12forums.com/smf/index.php?topic=123604.0 (http://www.bay12forums.com/smf/index.php?topic=123604.0)) and I made the MDF tileset, the default tileset for the Masterwork mod.


If you want to do a tileset, I would be so happy with a 48x48 one. I would help as much as I can, and add a lot of creature sprites. Roses just brought that topic up 2 days ago... guess there is some interest for it.

EDIT: I know this a bit incoherent. ^^ Anyway, the tilesets are in data/art, in case you didnt knew this. The wiki has some great pages about it,, like this one http://dwarffortresswiki.org/index.php/DF2012:Tilesets (http://dwarffortresswiki.org/index.php/DF2012:Tilesets)

Colorschemes also play a role. The resident expert is Vherid. :)
Title: Re: DawnFortress Graphics Help
Post by: DragonDePlatino on February 08, 2014, 02:45:32 pm
What you cant do, is that shield of yours. Shields are items of the type SHIELD. Sounds silly, but thats how it is. Like a "large serrated disc" is a item of the type TRAPCOMP. They use a tile from the tileset, which is hardcoded. You can change how the tile looks, but you cant change their tilenumber. Only a few things allow this, like grasses, plants, trees and inorganics. Items like furniture, armor, weapons, etc are hardcoded.
Awww...I knew items were hardcoded but the way you put it, it really seems like it wouldn't even be possible to mod. Oh well...For now I won't be doing this graphics set but I'll keep this thread open in case any talented modders show interest. I mean, animated compasses were hard-coded in older versions of Minecraft but people eventually figured out to hack those.

Also, that's a very nice tileset you have there! Everything goes together very nicely. I would use it, but personally I've never been a fan of shared-graphics tiles. I tried making a tileset that only edits the unshared stuff (i.e. Dimple cups, ladles, armor stands, etc.) but I ended up only being able to mod about 7 or 8 graphics in total...
Title: Re: DawnFortress Graphics Help
Post by: Vherid on February 08, 2014, 02:51:06 pm
I always wondered what it might be like if someone like eld came in and made a DF tile set or graphics pack and etc, so I'm pretty interested in seeing how this turns out, your dawn stuff is pretty nice.
Title: Re: DawnFortress Graphics Help
Post by: Roses on February 09, 2014, 04:13:51 pm
Funny, I just started looking into more sprites for my DF creatures and came across your DawnLike stuff.

With the ability to change certain things on the screen (like lots of what falconne does) it might be possible to check all items on the screen and overlay a separate graphic for them, but I am guessing that it would eat away at your fps like mad if it is possible.
Title: Re: DawnFortress Graphics Help
Post by: DragonDePlatino on February 09, 2014, 05:19:14 pm
Funny, I just started looking into more sprites for my DF creatures and came across your DawnLike stuff.

With the ability to change certain things on the screen (like lots of what falconne does) it might be possible to check all items on the screen and overlay a separate graphic for them, but I am guessing that it would eat away at your fps like mad if it is possible.
Hmm...yeah, and with a lot of forts going down to FPS death, it would be quite problematic to have to abandon a graphical client just so you could squeeze a bit more out of your FPS. How much would the FPS decrease, anyways?

But there are some ways this could be fixed. DF already natively supports creature textures, so you wouldn't have to scan over those...just the items and terrain. I think a cool idea would be a separate client like Stonesense with the option to stop updating normal DF window to save FPS. You could even tinker with the client window and change how often it updates like Stonesense, which uses an update speed of 200ms.
Title: Re: DawnFortress Graphics Help
Post by: Taffer on February 09, 2014, 05:48:08 pm
Toady's unease regarding the graphics code may lead to him allowing somebody else to update Baughn's work, which was the person working on the graphics. Unlikely, though. lxnt was doing good work with this (http://www.bay12forums.com/smf/index.php?topic=94528.0) project, to solve some of these problems. He even indicated a desire to help out with DF code here (http://www.bay12forums.com/smf/index.php?topic=94528.msg4337606#msg4337606). The development status quo right now unfortunately seems to be to wait for Baughn to show up and help out again.

Considering that your wonderful tileset for Nethack has had me playing it since you first posted this topic,  I'm hopeful that when hell freezes over DF gets full graphics support, you'll wander back and see what you can do.
Title: Re: DawnFortress Graphics Help
Post by: DragonDePlatino on February 09, 2014, 06:24:36 pm
Toady's unease regarding the graphics code may lead to him allowing somebody else to update Baughn's work, which was the person working on the graphics. Unlikely, though. lxnt was doing good work with this (http://www.bay12forums.com/smf/index.php?topic=94528.0) project, to solve some of these problems. He even indicated a desire to help out with DF code here (http://www.bay12forums.com/smf/index.php?topic=94528.msg4337606#msg4337606). The development status quo right now unfortunately seems to be to wait for Baughn to show up and help out again.

Considering that your wonderful tileset for Nethack has had me playing it since you first posted this topic,  I'm hopeful that when hell freezes over DF gets full graphics support, you'll wander back and see what you can do.
Hi, Taffer! Saw your stuff the other day and your palettes are just great. Very modular!

I think I've decided on what I'm going to do at this point. I'll keep adding tiles to DawnLike until I get everything that Dwarf Fortress needs, and then some. Then, I'll probably go ahead and make a graphics set with the (non-functional) item tiles in place and all it all typed out using the same order as the raw files. If anything comes of this, I'll drop it all into this thread and move on.

Hee hee. Toady accepting help with coding from someone else. How silly. But again, this IS Dwarf Fortress. Hell freezing over isn't as unlikely as it sounds. :)
Title: Re: DawnFortress Graphics Help
Post by: Meph on February 10, 2014, 12:26:19 am
I talked with Baughn about it, he wouldnt be awerse to code a new shader (I was mostly thinking about adding TTF to the 2D mode, but what the heck), but he isnt active in the DF board at the moment. So by himself, he will never see that people discuss it, unless someone summons him here. ;)
Title: Re: DawnFortress Graphics Help
Post by: Taffer on February 10, 2014, 08:28:13 am
I talked with Baughn about it, he wouldnt be awerse to code a new shader (I was mostly thinking about adding TTF to the 2D mode, but what the heck), but he isnt active in the DF board at the moment. So by himself, he will never see that people discuss it, unless someone summons him here. ;)

A new shader would be incredible, and I honestly think it would help the game's popularity, with no more confusion over tile reuse. I suspect that tiles being reused is a part of the game's learning curve for many people.
Title: Re: DawnFortress v0.104 [WIP]
Post by: DragonDePlatino on February 13, 2014, 01:26:54 am
Updated original post. Yes, this is going to be a thing.

And bloody hell, it took me about 8 hours just to type out all of those files, even with very creative usage of Notepad++! Never could I have imagined the incredible scope of Dwarf Fortress's raw files!

What have I gotten myself into... :o
Title: Re: DawnFortress v0.104 [WIP]
Post by: Hugo_The_Dwarf on February 13, 2014, 12:25:22 pm
The maddening addiction of creating something beautiful and fun that thousands with enjoy and worship you for.

That is what you have gotten yourself into. Also eagerly waiting for a release :P
Title: Re: DawnFortress Graphics Help
Post by: Clatch on February 13, 2014, 12:53:37 pm
Quote from: DragonDePlatino
I will not make a tileset for this graphics set, as I think shared tiles are silly.

This sounds amazing!  The great advice you've been given already will make a lot more sense the more you move along.  Although I don't know how long you've played DF exactly, a project like this will really bring you up close and intimate with a great game.  If anything, you'll get an auxiliary hobby along with your graphic work  ;D.

I'm afraid though that you'll eventually find the need to modify a tile set to achieve your goals. Phoebus' work is probably the most complete from the standpoint of content.  There are special effects like ground color bleeding into the background tile underneath the unit or item.  There are some really great threads on the history of how this and animations started.  Hopefully someone else that has saved those links can share those here.

Putting together a solid tile set with DF is nothing short of art.  There are a lot of ideas you have to give up and reshape in order for all the screens to come together.  It's almost like building puzzle pieces that form a different picture on each screen.

Dwarf Fortress is one of those games where you spend quite a bit of time in front of the screen managing resources and exploring.  I eventually dropped the use of graphics sets because even Phoebus' work gets on my nerves after a while.  I dislike all the artifacts and clutter of the text since that's what I'm mostly reading.  And even if you have TrueType on, some of the screens still load the fonts from the tile set.  There's been no mention from Toady about addressing that bug either.  He's busy with content at the moment - which is what fans care about most anyhow.

Not to plug Vherid again, but take a look at some the balance of that tile set where you still have access to the frequently accented characters while the characters you'd otherwise not use in the interface are dolled up graphically.  Aesomatica and Red Jack (http://dwarffortresswiki.org/index.php/Tileset_repository (http://dwarffortresswiki.org/index.php/Tileset_repository)) are also good examples from the past.  With the Phoebus tile set you're forced to turn TrueType on because nearly every tile has been pixeled.  With the right adjustments to the tile set, you can also allow for varied ground surfaces which add a lot of depth to the game.  There's not one graphics set that looks good with varied ground surfaces.

It would take a LOT of scripting, as you've said, to get around some of the issues I mentioned.  Unfortunately, it would have to take a really talented graphic set to get me to change back to graphics mode.
Title: Re: DawnFortress v0.104 [WIP]
Post by: fricy on February 13, 2014, 02:05:33 pm
Posting to watch...with anticipation. :)
Title: Re: DawnFortress v0.104 [WIP]
Post by: Meph on February 13, 2014, 04:49:59 pm
Please, for the love of Armok, dont do it in 16x. We already have all creature tiles in 16x, you will only make people chose between apples and oranges. Use a different size, so people can chose between apples and monster trucks.
Title: Re: DawnFortress v0.104 [WIP]
Post by: Hugo_The_Dwarf on February 13, 2014, 05:43:11 pm
I wouldn't mind a 24x or 32x set.
Title: Re: DawnFortress Graphics Help
Post by: DragonDePlatino on February 13, 2014, 05:49:07 pm

Unfortunately, it would have to take a really talented graphic set to get me to change back to graphics mode.
Oh ho ho, is that a challenge I hear? It's definitely one I'll take up! I took your words to heart and am currently working on my own tileset that's a heavy edit of Kenran. I'm referencing both Aesomatica and Red Jack to see what the general consensus is on tiles, and if both sets disagree on something then I'm just leaving it as ASCII. So far, I'm about halfway done and have tiled roughly the same amount of graphics, give or take a few. There is some stuff I've tiled in KenranFortress that wasn't tiled in either tileset which I think will still look nice.

Posting to watch...with anticipation. :)
Replying to notify of progress...WITH ANTICIPATION.

Please, for the love of Armok, dont do it in 16x. We already have all creature tiles in 16x, you will only make people chose between apples and oranges. Use a different size, so people can chose between apples and monster trucks.
OTL It's a little late for that, man. I already have a good half of the tileset done and about 15% of the creature graphics ready, so I can't turn back at this point. And anyways, this is going to be the first complete graphics set with everything in the same style done by only one person. Now THAT hasn't been done yet.

And keep in mind that style is a much bigger factor in determining size than resolution. More detail will give the illusion of a higher resolution. A heavily anti-aliased 16x16 tileset (like mine) will appear to be just about the same size as a sparingly-shaded 18x18 tileset while still giving you more view distance to work with. On the other hand, my tiles are a tad more realistic than most sets so they rarely break out of a 12x16 resolution. Really, it's just how you look at things.

But what I CAN promise are multiple versions of this graphics set. Expect some reasonably-readable 24x and 32x versions when everything's finished. I'll be using Hylian's BRh algorithm, which was well-received with DawnHack. Here's a little example of how well it works:

(http://fc06.deviantart.net/fs71/f/2014/044/c/3/hrbexample_by_dragondeplatino-d76bij7.png)

You see, it's very hit-or-miss but it's incredibly faithful (resizing it back to 16x16 with some algorithms will give you the original image pixel-for-pixel) and gives tiles a nice painterly look. It also works well with my style of heavy-antialiasing and is reasonable at 24x with bicubic resizing.

I wouldn't mind a 24x or 32x set.
How odd. You posted that right as I was about to submit my post. Well, I hope I just answered your question. :)
Title: Re: DawnFortress v0.104 [WIP]
Post by: Hugo_The_Dwarf on February 13, 2014, 05:55:29 pm
Sounds great, also liking both of those example versions.
Title: Re: DawnFortress v0.104 [WIP]
Post by: DragonDePlatino on February 13, 2014, 09:32:33 pm
Today was a fun day! Made lots of progress in the graphics_birds_new raws all the way down to "giant grey parrot"...Learned a lot of interesting facts about birds, one of which is that kakapos make terrible love partners and baby keas are possibly the most hideous creatures in existence. I'm not quite ready to upload the main download yet, but I did manage to finish my tileset, KenranFortress.

(http://fc05.deviantart.net/fs71/f/2014/044/3/d/kenranfortress_by_dragondeplatino-d76cj92.png)

This is a very rough version, composed of some hastily-made decisions and questionable artistic choices. I'm not fond of the lower-case letters in particular. All of the letters are fully outlined and shaded so that they will seamlessly fit in with the graphical tiles of DawnFortress. I referenced Aesomatica, Red Jack and Jolly Bastion while deciding on some tiles. Please shoot me any comments or criticisms about this tileset and I'll get to them tomorrow. Some screenshots would also be nice. :)

And before anyone makes the suggestion...no. I would rather not create an edited-raw tileset. I know how to create such a thing, but I'd like to keep downloading and installing this graphics set as simple as possible.
Title: Re: DawnFortress v0.104 [WIP]
Post by: Hugo_The_Dwarf on February 13, 2014, 09:38:45 pm
oh wow this tileset is so nice, it just made me put down grim fortress.

EDIT:
I want to make a suggestion, but I don't know what to say. Other than can there be a version of it that has a shaded background? even if it's a really low alpha?
But it is great as it is now, just would like some variety to switch between.

And if you do try a shaded background could make varieties of those too:
Full back (so the whole tile is lit up like mayday)
a circular shape (so the corners of 4 tiles make a star shape of blackness/bg color if that makes any sense)
a star field (random dots just to fill the blackness)

Like I said I like it how it is now, but some more things to try out is great too (Sorry if I sound a bit pushy?)
Title: Re: DawnFortress v0.104 [WIP]
Post by: Clatch on February 14, 2014, 03:35:20 am
That's the first time I've noticed blocks like that for the solids.  That's pretty cool.  The outlining and shading makes the fonts much easier on the eyes as well.

(http://i.imgur.com/Jajynh3.png)
(http://i.imgur.com/RPZYj8i.png)
(http://i.imgur.com/yuPZOlr.png)

Title: Re: DawnFortress v0.104 [WIP]
Post by: Meph on February 14, 2014, 04:51:00 am
What raw set is this based on? Ascii?
Title: Re: DawnFortress v0.104 [WIP]
Post by: Clatch on February 14, 2014, 10:12:55 am
What raw set is this based on? Ascii?

Yeah, thats all tileset, baby!  I really love how the rocks subtlely mix in with the varied ground covering.  Thier outlines are amazing.  Even the commas and other ascii mixed in look great with them.  Even if you now mixed in graphical creatures over the top, the game interface  isn't broken. I'm sure you'll be adjusting things more to your own preferances soon - but this will be a refreshing face lift. Thank you for sharing this with us.
Title: Kenran Fortress v2
Post by: DragonDePlatino on February 14, 2014, 07:34:47 pm
oh wow this tileset is so nice, it just made me put down grim fortress.
Nope, man. Don't sound pushy at all. I need more people like you to throw ideas out there ^.^ I've played around with a lot of ideas, and for very many reasons I think a nice drop highlight would be perfect for what you're asking for. It'll also make this tileset stand out as no other tileset has drop highlights. Things will also be more apple-and-monster truck. ;)

That's the first time I've noticed blocks like that for the solids.  That's pretty cool.  The outlining and shading makes the fonts much easier on the eyes as well.
I can't thank you enough for taking the time to make and post these screenshots! They're exactly what I was looking for.

But...they also show the innumerable flaws in this tileset. Some tiles look rather ugly, and some don't really work at all. I hastily posted this last night to get some feedback, but now I think it's time to take this tileset seriously. So ready yourselves, because here it is...

(http://fc08.deviantart.net/fs71/f/2014/045/e/3/kenranfortress_by_dragondeplatino-d76hciw.png)

Update List:
Spoiler (click to show/hide)

Overall I'm very happy with this version of the tileset. I made a few more graphics for things and took some things away, and I've struck that perfect balance between abstraction and identification. Embark looks great, fortress is OK, adventure mode looks decent...From here on out, I'll probably only be making very tiny tweaks. But I think a screenshot or two of each gamemode would help me put the final touches on this if need be any.

Well, and with the tileset side of things complete, I think it's time to get back to...drawing more birds? Man...so many birds. I swear, Toady One must have some sort of hidden bird fetish or something.

== EDIT ==

Oh, and here's a 2x version I whipped up with Hyllian's xBr algorithm for those aliens with their space-age monitors. If anyone can, can they test this one too?

Spoiler (click to show/hide)
Title: Re: DawnFortress v0.104 [WIP]
Post by: Clatch on February 15, 2014, 02:55:46 am
Pine trees in DF! I knew something was missing.  I like your spin on CLA's work too with some of the letters.  The background shadows might stand to be less pronounced, but I'm falling in love with this.

I'm out of town, so I apologize for the fortless pictures - I didn't have any save games on my laptop.  I had to install DF when I saw this though...

(http://i.imgur.com/J0W9ZNA.jpg)

(http://i.imgur.com/YvRnUyu.jpg)


Title: DawnFortress v0.17 Released
Post by: DragonDePlatino on February 15, 2014, 05:43:11 pm
Well...several ASEprite crashes, a few days and 412 bird sprites later, I've finally gotten over the largest hurdle of the graphics set! Here's what's new in DawnFortress v0.17...

Spoiler: UPDATE LIST (click to show/hide)

And to celebrate, I bring you a short completely unoriginal short poem.

The Confused Dwarf
(With apologies to Edward Lear)

There was an Old Dwarf with a beard,
Who said, "It is just as I feared!—
Two Owls and a Hen, four Larks and a Wren,
Have all build their nests in my beard!"
Title: Re: DawnFortress v0.17 [WIP]
Post by: Meph on February 15, 2014, 06:48:15 pm
Do you plan to replace the lines 9-10 (the special character from Cüè till áíú) with something more graphical, or will they stay letters? For example ì isnt used anywhere (and could be a new graphic), while Ä is a deity that you depicted graphically as a humanoid creature, but the next tile Å, which is a figurine, or æ, which is a toy, are still letters. Its a bit inconsistent. 
Title: Re: DawnFortress v0.17 [WIP]
Post by: DragonDePlatino on February 15, 2014, 07:45:38 pm
Do you plan to replace the lines 9-10 (the special character from Cüè till áíú) with something more graphical, or will they stay letters? For example ì isnt used anywhere (and could be a new graphic), while Ä is a deity that you depicted graphically as a humanoid creature, but the next tile Å, which is a figurine, or æ, which is a toy, are still letters. Its a bit inconsistent.
I've been evaluating things on a case-by-case basis. It's inconsistent, but during gameplay you wouldn't notice. Looking back, I've realized the accented n's and A's are used in human names, so I've abstracted those. So far, the rules are something like...


Keeping this in mind, this is the newest vesion of the tileset with a more unified set of accented characters:

(http://fc03.deviantart.net/fs70/f/2014/046/e/3/kenranfortress_by_dragondeplatino-d76muri.png)

Feel free to correct me if I'm wrong, but I'm pretty sure this tileset follows those rules to the T! Also...I just noticed Aesomatica uses colors, particularly in the switches and trees. How does that work and what does it do?
Title: Re: DawnFortress v0.17 Released
Post by: Clatch on February 15, 2014, 10:58:41 pm
412 bird sprites later, I've finally gotten over the largest hurdle of the graphics set! ...

I seriously didn't realize that there were that many!  How are you getting this done so fast?

Do you plan to replace the lines 9-10 (the special character from Cüè till áíú) with something more graphical, or will they stay letters?

Hey Meph, what's the history about deploying a graphic set without the accented characters?  So far I've only notice Phoebus pulling that off.  It doesn't seem to work with saved games brought into the Phoebus.  According to this page http://dwarffortresswiki.org/index.php/Utility:Accent_Removal (http://dwarffortresswiki.org/index.php/Utility:Accent_Removal) there's a script being deployed to correct this?  Why aren't more tileset sets that have sprited out the accented characters deploying this -- or is there an option I'm unaware of?

Back to DragonDePlantino, I'm still tooling around in your first tileset.  The walls are really growing on me.  Are they from your previous work?
Title: Re: DawnFortress v0.17 Released
Post by: DragonDePlatino on February 16, 2014, 01:06:24 am
I seriously didn't realize that there were that many!  How are you getting this done so fast?

In the past I've made tons of tileset/texture pack mods, so by this point I know how to make a project realistic. :) In actuality, I've really only made 204 unique sprites! 102 adults and 102 children. Zombies are palette-swapped adults and skeletons/giants are just normal tiles with icons. Making both of those takes all of 30 seconds. I've limited my palette to 16-colors so that I won't overdo things and for the creature men, I've pre-prepared a "template" to speed things up:

(http://fc09.deviantart.net/fs71/f/2014/046/b/3/template_by_dragondeplatino-d76o3a6.png)

I have yet to use the fourth row though...saving those templates for the big guys, like moosemen and tigermen. :D

Hey Meph, what's the history about deploying a graphic set without the accented characters?

Back to DragonDePlantino, I'm still tooling around in your first tileset.  The walls are really growing on me.  Are they from your previous work?
Yes...those are a very basic version of the walls used in my DawnHack tileset: http://bilious.alt.org/~paxed/nethack/nhsshot/?dump=0&tileset=dawn
Texturing the walls in NetHack was interesting because the top/bottom of a room shares a tile and the west/east sides share a tile. You can't do something like, say, Zelda and make each side have a unique tile:

Spoiler (click to show/hide)

To fix this, I changed the perspective to a really artificial-looking axonometric one and made the light source of the entire tileset be directly from the west. It looks artificial, but works.

I know your question was directed at Meph, but I couldn't help but interject. Being able to disable accented characters would be a great boon for DawnFortress...As a matter of fact, I had an idea that could make the best usage of that! It's a bit complicated, so everyone, hear me out...

One problem with the current tileset setup is that Toady isn't fully utilizing all 256 characters. Some characters are used for tons of things, and some are used for just one! So let's say I went through the tileset, and erased every tile that isn't hard coded (eliminating accented characters would be great). I would be left over with just the characters you can alter in the raws. So next, I would use this nifty (http://dwarffortresswiki.org/index.php/DF2012:Tilesets) wiki page to make a list of every object that can have a tile assigned to it, including stuff like workshops. Then, I would categorize every single object to a very general shape...for example:

Box with 4 wheels - Minecart, Wheelbarrow, Trade wagon, etc...
Upright cylinder - Quiver, dark fortresses, mugs, logs, wells, barrels, etc...
Rectangular Cube - Chests, hamlets, Coffins, etc.

After I categorized everything and "assigned" them to tiles, it would be as easy as editing the raws to use this new graphical setup. You could even edit creatures to use general sprites! Like, instead of letters, all fish would use a generic fish character. Forest creatures could use a generic quadraped sprite, avians would use a generic bird sprite...I've already done this with the demon and @.

So would this idea work? Is it too out there? What kind of obstacles would I run into? Would people be willing to download edited raws to make this thing work? If this kind of thing would be possible, I'll be holding it off until I finish the standard graphics set. I have no idea how long this would take or how complicated it might become. But the implications would be incredible...Combined with a graphics set, every single creature and every single raw-editable object would have a graphic for it! Toady wouldn't need to add full graphics support, because Dwarf Fortress would make the most of Code Page 437, editing it for it's own needs!
Title: Re: DawnFortress v0.17 [WIP]
Post by: Hugo_The_Dwarf on February 16, 2014, 01:22:19 am
From the last posted tilesets I have to say the drop shadows make it look so much more amazing.
Title: Re: DawnFortress v0.17 [WIP]
Post by: Meph on February 16, 2014, 07:25:42 am
Quote
Hey Meph, what's the history about deploying a graphic set without the accented characters?  So far I've only notice Phoebus pulling that off.

Quote
(eliminating accented characters would be great)

Since accented characters are only used in text, and the text is made up of words in the language files, all it takes is replaces all á,à and â with a. And so forth. There should be several standardized word and language files flying around for this. I guess just borrowing the ones from ironhand or phoebus should be fine.

Getting rid of accented characters is easy.

Quote
After I categorized everything and "assigned" them to tiles, it would be as easy as editing the raws to use this new graphical setup. You could even edit creatures to use general sprites! Like, instead of letters, all fish would use a generic fish character. Forest creatures could use a generic quadraped sprite, avians would use a generic bird sprite...I've already done this with the demon and @.

So would this idea work? Is it too out there? What kind of obstacles would I run into? Would people be willing to download edited raws to make this thing work? If this kind of thing would be possible, I'll be holding it off until I finish the standard graphics set. I have no idea how long this would take or how complicated it might become. But the implications would be incredible...Combined with a graphics set, every single creature and every single raw-editable object would have a graphic for it! Toady wouldn't need to add full graphics support, because Dwarf Fortress would make the most of Code Page 437, editing it for it's own needs!
That doesnt work. You cant remap the tilenumbers for most items. Chests are always one tile, coffins are always the '0'. Barrles, wells, logs, mugs, quivers, all these are hardcoded to their respective tiles. They are not in the raws.

Only creatures are in the raws (you can ignore them, because they use sprites), tools, plants, inorganics. And buildings. I use a lot of unique graphics for modded buildings, but of course that doesnt make sense here, as this is a tileset for vanilla DF.

Vermin also use tiles, but can be edited in the raws. For example I use inverted letter tiles for them, as I mentioned before. Wouldnt work on your set, because of the drop shadow. Just saying that inverted tiles are a neat way to use the same tile twice, for different graphics. Ironhand made a nice example of that, showing his crab/spider/lobster or the mouse/snake/squirrel tile. 2 tiles, 6 graphics.

Quote
You could even edit creatures to use general sprites!
But why? People couldnt see the difference between a undead killer whale (I know, not a fish by definition) and a trout. Or between trout, eel or manta ray.

Quote
I just noticed Aesomatica uses colors, particularly in the switches and trees. How does that work and what does it do?
The ingame graphics are made up of 3 colors. The color of the tile. The foreground color. The background color.

(http://i.imgur.com/GFyfBKA.png)

The tile ingame will take the color the way its painted, as can be seen on the magenta mushroom. But all solid color in it will get a hue. The hue is the foreground color. So to make the magenta tile look magenta ingame, the foreground color must be... white. 7:0:1. This way its not changed. You can see I also made a yellow and a green hue, which is done in the raws. 2:0:1 and 6:0:1. The background color fills all the transparent parts. I made the grass around the mushroom transparent, so you can color the grass independantly from the mushroom. You can see its black, white, white, green, green, green on the six mushroom examples. Even if I make the foreground color green, white or yellow, the grass stays green.

This allows fancy tricks. For example the top right is a river tile, but inverted it looks like a railroad. The letter C includes a moth. Its invisible in text, but the vermin uses an inverted C as tile, and shows the background color. Foreground color is black, hiding the C. Also lobster/spider. I have beetle/crab, bee/bat and splint/rat that way.

Below the line you can see different uses for background color. You can fill containers, like the bucket. I use this on mugs, flasks, minecarts, buckets... example shows an empty one, a water and a blood bucket. The little spheres are either marbles, seeds or musket bullets. The 5 bullets on the left are foreground color, the 7 bullets on the right are background color, and in the center you can see both combined. Thats taken from the Phoebus set. :)

And the walls: Engraved walls. Green Runes (inverted wall with green background), and normal wall.

In the end it allows a lot more freedom when designing buildings and plants and inorganics.

Title: Re: DawnFortress v0.17 [WIP]
Post by: DragonDePlatino on February 16, 2014, 12:22:57 pm
The ingame graphics are made up of 3 colors. The color of the tile. The foreground color. The background color.
Hmmm....this all makes perfect sense to me now. I was a bit groggy when I read this, but after a few read-throughs I think I could apply a lot of these tricks to my tileset once my creature graphics are done. And that'll be super easy when I use this little program I found lurking around on the forums: http://www.bay12forums.com/smf/index.php?topic=54669.0

It's a little buggy, but if you keep away from the setup.exe and move your raws into there yourself, it should start up without a hitch. I loaded Phoebus's raws and tileset up into it, and it seems my idea was pretty close to his except in actuality, you can only do this sort of thing with plants, ores, and a few other things. Phoebus got everything down pretty nicely (aside from ruining the GUI) so I think I'll be using a combination of Phoebus's raws, removed accented characters and your tricks to perfect this tileset. When I was browsing Phoebus's tileset with the raw editor I really didn't see any usage of the inversion trick so I think I could pull off something much nicer with usable GUI. ;)
Title: Re: DawnFortress v0.17 [WIP]
Post by: Meph on February 16, 2014, 01:29:25 pm
What do you mean by GUI?

Better explanation of background color usage: http://www.bay12forums.com/smf/index.php?topic=56775.msg1232430#msg1232430 (http://www.bay12forums.com/smf/index.php?topic=56775.msg1232430#msg1232430)
Title: Re: DawnFortress v0.17 [WIP]
Post by: Clatch on February 16, 2014, 02:15:10 pm
Better explanation of background color usage: http://www.bay12forums.com/smf/index.php?topic=56775.msg1232430#msg1232430 (http://www.bay12forums.com/smf/index.php?topic=56775.msg1232430#msg1232430)

Yep.. thats the link I wanted to share earlier.  Thanks Meph.  So I had no idea that there were several txt files missing from the stand alone distributions of both Phoebus and Ironhand packs.

I honestly haven't ran any of the executible packs because I'm usually on a Mac.  The altered files should just be distributed just like the rest of the pack.  I must be missing something obvious.
Title: Re: DawnFortress v0.17 [WIP]
Post by: Meph on February 16, 2014, 02:39:23 pm
Ironhand and MDF use the inverted tiles trick. Phoebus doesnt. Obsidian Soul is another, really nice graphical set. It uses animated grass, by adding alt-tiles to the grass-plant. I did something similar to MDF, but in the end decided against it.
Title: Re: DawnFortress v0.17 [WIP]
Post by: dirkdragonslayer on February 17, 2014, 06:24:17 pm
Read this a couple days ago, starting playing Dawnhack, and now I am super stoked for this. A new tileset? Done by a really good artist? count me in!
Thanks DragonDePlatino for starting this project, and introducing me to Dawnhack(totally addicted now, but I keep dying anticlimatically, like falling off a horse...)
Title: Re: DawnFortress v0.17 [WIP]
Post by: DragonDePlatino on February 18, 2014, 12:11:34 am
Hey, thanks everyone for the feedback! It means a lot to me that this tileset has gotten such a warm reception so far. It's positive feedback like this that keeps me going. :)

== UPDATE 2/17/14 ==
 - KenranFortress has consistent accented characters.
 - 58 body tiles for gore and cooking.
 - 172 insect, arachnid and pest sprites.


And to celebrate the unnecessary addition of body graphics, a surprisingly relevant song from Adventure Time, courtesy of Jake.
http://www.youtube.com/watch?v=1UJgBetBDsE (http://www.youtube.com/watch?v=1UJgBetBDsE)

And coming up next update is some exciting news! I've been patiently going through the raw files alphabetically, and I've finally gotten to "graphics_creature_standard.txt", which is the file containing all of the major races! This is going to be the most important (and fun) part of the graphics set, so I thought I'd get a bit of user feedback before I dive in.

(http://fc05.deviantart.net/fs70/f/2014/048/2/a/df_races_by_dragondeplatino-d76yk9f.png)
Humans, Dwarves, Elves, Goblins, Orcs, Cutebolds

I'm aware that goblins are green and orcs aren't in DF, but I'd like to make some contrast between the two and add in orcs just for fun once the pack's done. :) What do you guys think? Any edits I should make? These are very important sprites which will serve as a base for every single job with skeletal and undead combinations included. If you don't like these sprites right now, you're going to be sick of them when I make the 300+ sprites necessary for each race. Be very harsh with critisisms, please, because once I start drawing these guys there's no going back.
Title: Re: DawnFortress v0.18 [WIP]
Post by: SalmonGod on February 18, 2014, 12:41:09 am
Been watching this thread and it's really exciting.  It looks like you do quality work, and I've really been wanting to see more tileset options.

My only input is to do your best to make professions as recognizable as possible.
Title: Re: DawnFortress v0.18 [WIP]
Post by: Roses on February 18, 2014, 12:57:26 am
I know that this is off topic, but looking at your sprites and your comments about modular graphics and such. I always thought it would be pretty awesome to have a set of body part graphics (i.e. wings, tails, different body types, etc...) that would go along with something like this random creature script (http://www.bay12forums.com/smf/index.php?topic=91255.0).
Title: Re: DawnFortress v0.18 [WIP]
Post by: Meph on February 18, 2014, 05:39:52 am
I like them. :) Most other sets borrow from existing graphics and add their own twist, but completely new content is way better and breathes more air into the game. Best part is that sprites can easily be replaced in a running save.

Do you plan on doing full profession sets for all races? Thats hasnt really been done before, mostly because there was no need. But with the next update of DF, and the new sites, you will see the elven smith and similar graphics in adv mode. Or, if you enable them to be playable in dwarf mode. ;)

The only thing I can really critizise is the kobold. I dont think that they have tails. Or scales. Its described as a dog-like creature with long drooping ears, and I think a crayon art by Toady one showed something with brown fur and big yellow eyes.
Title: Re: DawnFortress v0.18 [WIP]
Post by: Clover Magic on February 18, 2014, 08:25:28 am
Going by the raws, indeed, kobolds have no tails, brown skin, and yellow eyes (also, three toes on each foot instead of five so their tracks would look like dinosaur tracks, the more you know!)

Posting to watch, looking nice so far!  Also agree with the above statement that when it comes to the sentient races, identifying profession is the most important, as you always need to tell what a dwarf is on first glance.  (A good trick I like to use is to color their shirts or relevant clothing the same color as their profession color - nobles in purple, fisherdwarves in dark blue, miners in white, etc.)
Title: Re: DawnFortress v0.17 [WIP]
Post by: dirkdragonslayer on February 18, 2014, 08:34:40 pm
Hey, thanks everyone for the feedback! It means a lot to me that this tileset has gotten such a warm reception so far. It's positive feedback like this that keeps me going. :)

== UPDATE 2/17/14 ==
 - KenranFortress has consistent accented characters.
 - 58 body tiles for gore and cooking.
 - 172 insect, arachnid and pest sprites.


And to celebrate the unnecessary addition of body graphics, a surprisingly relevant song from Adventure Time, courtesy of Jake.
http://www.youtube.com/watch?v=1UJgBetBDsE (http://www.youtube.com/watch?v=1UJgBetBDsE)

And coming up next update is some exciting news! I've been patiently going through the raw files alphabetically, and I've finally gotten to "graphics_creature_standard.txt", which is the file containing all of the major races! This is going to be the most important (and fun) part of the graphics set, so I thought I'd get a bit of user feedback before I dive in.

(http://fc05.deviantart.net/fs70/f/2014/048/2/a/df_races_by_dragondeplatino-d76yk9f.png)
Humans, Dwarves, Elves, Goblins, Orcs, Cutebolds

I'm aware that goblins are green and orcs aren't in DF, but I'd like to make some contrast between the two and add in orcs just for fun once the pack's done. :) What do you guys think? Any edits I should make? These are very important sprites which will serve as a base for every single job with skeletal and undead combinations included. If you don't like these sprites right now, you're going to be sick of them when I make the 300+ sprites necessary for each race. Be very harsh with critisisms, please, because once I start drawing these guys there's no going back.
love the cutebolds, but they look more like dinosaurs than the adorable grey dog(?) creatures I always seen people draw. maybe the color?
Title: Re: DawnFortress v0.18 [WIP]
Post by: DragonDePlatino on February 18, 2014, 11:50:41 pm
I always thought it would be pretty awesome to have a set of body part graphics (i.e. wings, tails, different body types, etc...)
Yeah, I've put some thought into it and I'll definitely be doing something like that...possibly for forgotten creatures, too. Anyone know how texturing those works?

Do you plan on doing full profession sets for all races?
Most certainly. This tileset is going to texture EVERYTHING in Dwarf Fortress, used or unused, and then some. That's just how I do my modding projects!

In today's news, I've taken the first few steps into making the hundreds of profession tiles. Learning from my mistakes, I'm being very meticulous so I won't have to redo anything. For now, here are the finalized race designs and the 100+ pieces of clothing/skin/hair that I'll be mixing and matching to make each profession.

Spoiler: Profession Template (click to show/hide)

So far, there are 2352 possible combinations for the haired creatures and 1176 for goblins and kobolds. Coupled with some tools, hats, capes and armors, there won't be any problem in telling professions apart. Oh, and they'll be color-coded just like Vanilla DF.

And here's where I'm running into trouble...I've just started planning the sheet organization and I'm not sure I'm covering everything. I might be missing some stuff, the unused professions in particular and some weird alternate duplicates like TAXCOLLECTOR and TAX_COLLECTOR. Again, I'll be texturing everything so I'll need to make sure these are in the list. Can someone check this list to see if I've gotten everything? I'll also be doing zombie and skeleton variants for each profession, so how do I do that? I'd assume you'd just do something like [SWORDSMAN:DUMBDWARVES:1:1:AS_IS:ZOMBIE], but then again that might be 40d only...getting my information from here (http://dwarffortresswiki.org/index.php/40d_Talk:Graphics_set_repository#Questions:_making_your_own_set).


Can't wait to do bookeeper kobold. Hurr. :B
Title: Re: DawnFortress v0.18 [WIP]
Post by: Meph on February 19, 2014, 05:54:27 am
Tax Collector and Law Enforcing military sprites do not work atm. Usually your military should look like those if they are the bodyguards of the tax collector (doesnt exist anymore) or your fortress guard (exists, but doesnt work) Its just for people to easier distinguish the squads by graphics.

Quote
Forgotten Beasts: Anyone know how texturing those works?
The are procedually generated with ID from FORGOTTEN_BEAST_1 to _N. Same with DEMON_1, TITAN_1 and NIGHT_CREATURE_1 All of them are mapped to the same tile. So demon uses a tile, titan another tile, nightcreatures one and fbs one. The wiki has the numbers.

Since they are creatures, it should be possible to give them sprites, which I do in MDF.

[CREATURE_GRAPHICS:FORGOTTEN_BEAST]
   [DEFAULT:PHOEBUS_P:0:0:ADD_COLOR:DEFAULT]

And then you just make a long, long list to cover most of the numbers. The best example is the graphics_phoebus_procedural.txt file. Just have a look and you know what I mean.

The problem is that they are different each world. Yes, you can make DEMON_12 look like a red ash brute with wings, but you have no way of knowing if it really will be one, or a green treefrog demon that undulates and has a gaunt appearance. You cant fit their descriptions to their sprites. Thats why most people tie them to a single "demon" sprite. the ADD_COLOR helps a bit with that. :)
Title: Re: DawnFortress v0.18 [WIP]
Post by: dirkdragonslayer on February 19, 2014, 08:46:38 pm
Can't wait to do bookeeper kobold. Hurr. :B
I am imagining a kobold being attacked by a swarm of bees right now, XD
EDIT: just realized it said bookeeper, not beekeeper. whoops.
Title: Re: DawnFortress v0.18 [WIP]
Post by: DragonDePlatino on February 19, 2014, 10:53:11 pm
Since they are creatures, it should be possible to give them sprites, which I do in MDF.
Thanks! Everything makes a bit more sense now. I've taken a look into Phoebus's tileset and found everything in "graphics_phoebus_procedural.txt". I'll be doing something similar to that.

And now...after dozens of confused wiki readings, several viewings of many different graphics sets and many screams of frustration, I've managed to compactly categorize every single profession into a neatly-organized, finalized .txt file.


The total came out to a very large 154 rows and 5 columns. Add on 6 different races, and that brings the grand total of profession sprites to 2994 individual tiles. But it won't take that long at all because of my nice little layered template. Reordering the text file would be a nightmare but if I decide to move a pixel or two on the plain base, that would take about a minute or two to update. Work will be approximately 80% c/p and 20% actually drawing. I expect this all to take about 3 days.
Title: Re: DawnFortress v0.18 [WIP]
Post by: Hugo_The_Dwarf on February 19, 2014, 11:08:04 pm
Oh I think the Zombie and Skeleton calls have been replaced with ANIMATED someone clarify this before this template goes universal.
Title: Re: DawnFortress v0.18 [WIP]
Post by: Meph on February 20, 2014, 07:18:04 am
Oh I think the Zombie and Skeleton calls have been replaced with ANIMATED someone clarify this before this template goes universal.
Thats correct.

the current phoebus has this in the files:
Code: [Select]
18 - Skeletons
!!!!!SKELETON:PHOEBUS_D:0:18:AS_IS:DEFAULT] skeleton
!!!!!WRESTLER:PHOEBUS_D:1:18:AS_IS:DEFAULT] skeleton
!!!!!SPEARMAN:PHOEBUS_D:2:18:AS_IS:DEFAULT] skeleton
!!!!!SWORDSMAN:PHOEBUS_D:3:18:AS_IS:DEFAULT] skeleton
!!!!!AXEMAN:PHOEBUS_D:4:18:AS_IS:DEFAULT] skeleton
!!!!!HAMMERMAN:PHOEBUS_D:5:18:AS_IS:DEFAULT] skeleton
!!!!!CROSSBOWMAN:PHOEBUS_D:6:18:AS_IS:DEFAULT] skeleton
!!!!!MACEMAN:PHOEBUS_D:7:18:AS_IS:DEFAULT] skeleton
!!!!!LASHER:PHOEBUS_D:8:18:AS_IS:DEFAULT] skeleton
!!!!!PIKEMAN:PHOEBUS_D:9:18:AS_IS:DEFAULT] skeleton
0 !!!!!BLOWGUNMAN:PHOEBUS_D:0:18:AS_IS:DEFAULT] skeleton
!!!!!BOWMAN:PHOEBUS_D:11:18:AS_IS:DEFAULT] skeleton

19 - Skeletons (Masters) {{18}}
!!!!!MASTER_WRESTLER:PHOEBUS_D:1:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_SPEARMAN:PHOEBUS_D:2:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_SWORDSMAN:PHOEBUS_D:3:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_AXEMAN:PHOEBUS_D:4:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_HAMMERMAN:PHOEBUS_D:5:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_CROSSBOWMAN:PHOEBUS_D:6:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_MACEMAN:PHOEBUS_D:7:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_LASHER:PHOEBUS_D:8:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_PIKEMAN:PHOEBUS_D:9:18:AS_IS:DEFAULT] skeleton
0 !!!!!MASTER_BLOWGUNMAN:PHOEBUS_D:0:18:AS_IS:DEFAULT] skeleton
!!!!!MASTER_BOWMAN:PHOEBUS_D:11:18:AS_IS:DEFAULT] skeleton

20 - Zombies
[ANIMATED:PHOEBUS_D:0:20:AS_IS:DEFAULT] zombie
!!!!!WRESTLER:PHOEBUS_D:1:20:AS_IS:DEFAULT] zombie
!!!!!SPEARMAN:PHOEBUS_D:2:20:AS_IS:DEFAULT] zombie
!!!!!SWORDSMAN:PHOEBUS_D:3:20:AS_IS:DEFAULT] zombie
!!!!!AXEMAN:PHOEBUS_D:4:20:AS_IS:DEFAULT] zombie
!!!!!HAMMERMAN:PHOEBUS_D:5:20:AS_IS:DEFAULT] zombie
!!!!!CROSSBOWMAN:PHOEBUS_D:6:20:AS_IS:DEFAULT] zombie
!!!!!MACEMAN:PHOEBUS_D:7:20:AS_IS:DEFAULT] zombie
!!!!!LASHER:PHOEBUS_D:8:20:AS_IS:DEFAULT] zombie
!!!!!PIKEMAN:PHOEBUS_D:9:20:AS_IS:DEFAULT] zombie
0 !!!!!BLOWGUNMAN:PHOEBUS_D:0:20:AS_IS:DEFAULT] zombie
!!!!!BOWMAN:PHOEBUS_D:11:20:AS_IS:DEFAULT] zombie

21 - Zombies (Masters) {{20}}
!!!!!MASTER_WRESTLER:PHOEBUS_D:1:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_SPEARMAN:PHOEBUS_D:2:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_SWORDSMAN:PHOEBUS_D:3:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_AXEMAN:PHOEBUS_D:4:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_HAMMERMAN:PHOEBUS_D:5:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_CROSSBOWMAN:PHOEBUS_D:6:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_MACEMAN:PHOEBUS_D:7:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_LASHER:PHOEBUS_D:8:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_PIKEMAN:PHOEBUS_D:9:20:AS_IS:DEFAULT] zombie
0 !!!!!MASTER_BLOWGUNMAN:PHOEBUS_D:0:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_BOWMAN:PHOEBUS_D:11:20:AS_IS:DEFAULT] zombie

All the previous zombie and skeleton versions are commented out, there is only one line for a ANIMATED dwarf. A single sprite, for all undead zombie dwarves.

EDIT: DragonDePlatino: Once your sprites and tileset is done, might I add it to the Masterwork Dwarf Fortress pack? I include pretty much all other sets as well, currently 15. The mod includes a utility that allows players to switch between them, without the need to edit anything themselves.
Title: Re: DawnFortress v0.18 [WIP]
Post by: Clatch on February 20, 2014, 11:46:03 am
I really like the selection of colors in your pallet for this project.  They give off that Old Worlde appeal. I wonder if you could talk Lightrow (Grimm Fortress) or Vherid into putting together a color file for this?  I'd hand over the raws to your tileset to one of them too for tweaking a few of them -- they're experts in that field.

Please don't misunderstand me or take offense.  I'm sure you can handle those items on your own after your done with thousands of sprites!   ;D 

Meph is the scripting expert -- I'm glad he's onboard.  This project is giving me jitters.
Title: Re: DawnFortress v0.18 [WIP]
Post by: SalmonGod on February 20, 2014, 12:15:11 pm
*notices poll*

... My screen is 2560x1600
Title: Re: DawnFortress v0.18 [WIP]
Post by: Meph on February 20, 2014, 12:21:11 pm
*1024.

Clatch: You got a few things mixed up:
Quote
I'd hand over the raws to your tileset to one of them too for tweaking a few of them -- they're experts in that field.

Meph is the scripting expert -- I'm glad he's onboard.  This project is giving me jitters.
Color schemes have nothing to do with raws. Vherid probably hasnt done much in the field of raw-tweaking to fit tiles better. Obsidian Soul, Phoebus, Ironhand, deon or me would be good examples.

And saying that I am a scripting expert is an insult to anyone who can script, because I cant script at all. I mod Raws, but scripts = dfhack = ag, warmist, putnam, indigofenix, roses, peterix, quietust. In general, you want to know something for sure, ask Quietust. ;)

But you are correct in so far that Vherid is the resident color scheme expert. :)
Title: Re: DawnFortress v0.18 [WIP]
Post by: Clatch on February 20, 2014, 12:48:21 pm
Color schemes have nothing to do with raws. Vherid probably hasnt done much in the field of raw-tweaking to fit tiles better. Obsidian Soul, Phoebus, Ironhand, deon or me would be good examples.

I personally like Vherid's tile set.  Anyway... There are only a few items on board the tile set that need tweaking. In most of the recent tile sets, a color file has also been included, and I think DragonDePlantino's color pallet would be great for that.  For instance, in-vision a color set in the same vein as Grimm Fortress with the mist-like appearance of elevations.  Some of the whites and more old worlde colors in Dragon's pallet would look amazing in likeness.


And saying that I am a scripting expert is an insult to anyone who can script, because I cant script at all. I mod Raws, but scripts = dfhack = ag, warmist, putnam, indigofenix, roses, peterix, quietust. In general, you want to know something for sure, ask Quietust. ;)

I'm certainly not discrediting the other contributors to Masterwork by acknowledging your help here.  Sorry for the misunderstanding.


Title: Re: DawnFortress v0.18 [WIP]
Post by: DragonDePlatino on February 20, 2014, 05:18:54 pm
Thats correct.

...

EDIT: DragonDePlatino: Once your sprites and tileset is done, might I add it to the Masterwork Dwarf Fortress pack? I include pretty much all other sets as well, currently 15. The mod includes a utility that allows players to switch between them, without the need to edit anything themselves.
Yup, I figured...going to be making those versions nevertheless in case future support is added or someone would like to mod them to be possible. Yes, and once it's done you may add it to Masterwork Dwarf Fortress. And if you're missing any graphics, (the 16x16 ones. I have no idea what those giant dwarf bases are O.e) then I'll gladly add in a few. I'll also be making a tutorial (for all artistic skill levels) on how to make your own DawnBringer-based graphics for modding.

I really like the selection of colors in your pallet for this project.
You can find the colors.txt in the main download. The palette is DawnBringer's (http://www.pixeljoint.com/forum/forum_posts.asp?TID=12795), a very famous one in the pixel art community. It's only a measly 16 colors and I've been using it for months, but even now I'm still learning more about it every day. It's the perfect 16-color palette, with the exception of magenta/bright-purple being missing. DawnBringer has acknowledged this and says he had to make some sacrifices because they're not commonly used colors.

*notices poll*

... My screen is 2560x1600
Whoa. a 32 x 51 graphics set. No way anyone'd be able to pull that off. XD But I will consider making a 2x version of DawnFortress when it's finished.
Title: Re: DawnFortress v0.18 [WIP]
Post by: Meph on February 20, 2014, 05:37:48 pm
Quote
And if you're missing any graphics
There are ~1300 creatures in the mod, but many of them are fake creatures for items, that do not appear ingame. Still, probably 1000 are actual creatures. They all have their, some good, some bad, 16x sprites, so no worries.

You might want to ask IndigoFenix though. He is working on a Gnome race for Masterwork, and they do build many steampunk based creatures/pets. He was asking for pixel artist at some point, so he might appreciate the offer. :)
Title: Re: DawnFortress v0.18 [WIP]
Post by: SalmonGod on February 20, 2014, 08:50:05 pm
*notices poll*

... My screen is 2560x1600
Whoa. a 32 x 51 graphics set. No way anyone'd be able to pull that off. XD But I will consider making a 2x version of DawnFortress when it's finished.

That would be great!
Title: Re: DawnFortress v0.18 [WIP]
Post by: Hugo_The_Dwarf on February 20, 2014, 09:34:25 pm
*notices poll*

... My screen is 2560x1600
Whoa. a 32 x 51 graphics set. No way anyone'd be able to pull that off. XD But I will consider making a 2x version of DawnFortress when it's finished.

That would be great!

Yeah a X2 version would be good afterwards. Also I'm not really diggin the drop shadows on the ramps, could there be a version without drop shadows on the ramps?

Also @SalmonGod, your sig I love that song and Nightwish.
Title: Re: DawnFortress v0.18 [WIP]
Post by: DragonDePlatino on February 20, 2014, 09:41:26 pm
Yeah a X2 version would be good afterwards. Also I'm not really diggin the drop shadows on the ramps, could there be a version without drop shadows on the ramps?
It's definitely a possibility. No shadows on ramps will also mean no shadows on mountains, I think. I'll include shadowed and unshadowed versions of everything in the next update so people can mix and match as they please.
Title: Re: DawnFortress v0.18 [WIP]
Post by: Clatch on February 21, 2014, 12:49:27 am
You can find the colors.txt in the main download. The palette is DawnBringer's (http://www.pixeljoint.com/forum/forum_posts.asp?TID=12795), a very famous one in the pixel art community. It's only a measly 16 colors and I've been using it for months, but even now I'm still learning more about it every day. It's the perfect 16-color palette, with the exception of magenta/bright-purple being missing. DawnBringer has acknowledged this and says he had to make some sacrifices because they're not commonly used colors.

I transferred the colors over before I realized you posted a color.txt.  I hadn't noticed the download option before.  Well in any case, the colors in the following chart are unaltered from the link you supplied with them scooted around to their like positions on the DF pallet.

Spoiler (click to show/hide)

(http://i.imgur.com/kpz4quk.png)

(http://i.imgur.com/SCbWVf2.png)

(http://i.imgur.com/G1KBPvB.png)
Title: Re: DawnFortress v0.26 [WIP]
Post by: DragonDePlatino on March 02, 2014, 01:40:55 am
After 3 weeks of work, 3072 tiles, and several crashes of ASEprite due the size of these images, I am very proud to announce v0.26 of DawnFortress. With the inclusion of ALL the professions for ALL the races and then some, I can now conclude this graphics set is now "playable". Here is the full update list, with the biggest and most important features finally finished!

 == UPDATE 3/1/14 ==
 - 3072 unique graphics for all professions. Included are humans, dwarves, elves, goblins, kobolds and orcs with undead/skeletal versions.
 - 2x version of all DawnFortress and KenranFortress graphics so far.
 - Raw .ASE image files. Edit these with ASEprite to modify tiles.
 - Raw .PDN image files for 32x32 version. Open these with Paint.NET.

Everything has been updated and included in the OP. Check there for a download.

@Taffer

Oh dude, no way! Is a Lord Helix avatar? From Reddit? I'm surprised to find some TwitchPlaysPokemon fans around these parts...But on the other hand, maybe DF fans like TwitchPlaysPokemon because it shares it's chaos with DwarfFortress? :D

@Clatch

I don't want to come across as bossy, but could you send me just two more screenshots so I can finally add some to the OP? They should be in 16x16 and 32x32, showing slightly different scenes. Both should include a large view of a fortress with as many different professions you can include as possible. Avoid having unfinished tiles in the screenshots if you can. Go nuts, and take a picture of a huge dining hall meeting if you want. :)

Oh, and if you can't get a 32x32 graphics set working, go ahead and tell me so I can hand off that responsibility to someone else. I can't do it myself, because my max resolution is 20x20. D:
Title: Re: DawnFortress v0.26 [WIP]
Post by: Meph on March 02, 2014, 02:36:13 am
Quote
I can't do it myself, because my max resolution is 20x20. D:
Try the 32x set, then press F11 ingame. The game will go into window mode and show full zoom (the window resizes to fit the 80 tiles width. It recenters and zooms out if you drag it, but at least you can have a look at it. Thats how I worked/tested on my 64x set)
Title: Re: DawnFortress v0.26 [WIP]
Post by: Meph on March 02, 2014, 09:35:55 am
DawnFortress, the tileset, the colorscheme and the dwarf sprites are now officially in the launcher of Masterwork DF.

It looks really neat, although the pink magma is a bit odd. Maybe rethink the red a bit?

And are you planning on changing the accented characters, or do you focus on the rest of the creature sprites for now? I just ask because I have to change a lot if this tileset gets a unique sets of raws. The way I understood it is that its based on ASCII, so I could use already existing sets. If that changes, please let me know. :)

PS: You get a very large error log with your graphics.txt, because of the zombie and skeleton entries.

You have to comment these out:
Code: [Select]
Unrecognized Creature Texture Token: ZOMBIE
Unrecognized Creature Texture Token: SKELETON
Title: Re: DawnFortress v0.26 [WIP]
Post by: Taffer on March 02, 2014, 02:48:58 pm
[snip]
@Taffer

Oh dude, no way! Is a Lord Helix avatar? From Reddit? I'm surprised to find some TwitchPlaysPokemon fans around these parts...But on the other hand, maybe DF fans like TwitchPlaysPokemon because it shares it's chaos with DwarfFortress? :D
[snip]

It is. I'm not certain you could connect Twitch Plays Pokemon and Dwarf Fortress, aside from a sense of chaos. The fanart and community did me in, as I find that most of the time the stream is actually fairly boring.

Keep up the good work with the graphics set! You're a bloody hard worker.
Title: Re: DawnFortress v0.26 [WIP]
Post by: DragonDePlatino on March 02, 2014, 06:11:24 pm
DawnFortress, the tileset, the colorscheme and the dwarf sprites are now officially in the launcher of Masterwork DF.
Finally! I've been waiting to be included in Masterwork DF. I'll definitely check that out later. :D Oh, if you have Notepad++ (I assume most programmers do) then fixing those errors is a cinch...

Open the file you want to fix.
Press Ctrl + H then go into the "Mark" tab.
Bookmark all lines containing SKELETON or ZOMBIE.
Go to Search -> Bookmark -> Remove Bookmarked lines.
???
PROFIT!!

OK...and as for your colors, I can see what you mean. I've taken a look at Tahin's stuff, experimented a bit, and decided on a finalized palette:

(http://fc07.deviantart.net/fs70/f/2014/061/b/0/dawnbringer_by_dragondeplatino-d78nzw6.png)
Dawnbringer (Normal vision) | Dawnbringer (Colorblind)
Dawnbringer (Color-Corrected) | Dawnbringer (Colorblind with color-correction)

This palette would be nigh-unusable for color-blind folks (8% of the population) so I decided to make a first and make DawnFortress colorblind-friendly. Without color correction cyan/magenta, cyan/blue, cyan/gray, green/orange, green/red and magenta/gray are nigh indiscernible. But with daltonization, everything except cyan/gray is fixed. And the color-corrected palette still looks nice, so sharing screenshots will normal-visioned people will still work. Here are the color files:

Spoiler (click to show/hide)
Title: Re: DawnFortress v0.26 [WIP]
Post by: Meph on March 03, 2014, 01:11:28 am
I havent uploaded it yet, but it works. I will upload the next mod update in around 12h or so, most certainly today. Tomorrow I leave the country, wont be around much for the next 4 months here.

The skeleton/zombie thing I fixed for the dwarf file, I just wanted to let you know that it would probably be best to comment these lines out.

I will update the color scheme you had before with the new one you just posted, and that colorblind thing is amazing and beautiful and you should write both PeridexisErrant for his LNP and (maybe) Toady One, because I think that he would like it. You didnt post it above, so I guess its in the main download now? I will add it to MasterworkDF as well.  :) (Edit: Downloaded the set again, the colorblind scheme is not included. Could you please be so kind to post the text here as well? :) Edit2: Wait, forget it, Daltonized is the colorblind one. I thought its the color corrected one. I got confused a bit, because you showed 4 different schemes graphically, and posted 2 schemes in text form. Ups. Its too early in the morning  ;) Edit3: People that see this post will think that I am crazy. But thats fine.)

I did not add the other creature sprites, because I dont have a system for multiple sprites for differents sets yet. The GUI only changes it for dwarves, which will have to do for this first test, until you have finished all your creatures and/or I have thought about a way to change creature sprites more easily.
Title: Re: DawnFortress v0.28 [WIP]
Post by: DragonDePlatino on March 14, 2014, 10:19:25 pm
Well, it's been a month or two and a combination of schoolwork and too many personal projects has slowed down progress on this tileset. Once I clear up some commissions and spring break rolls around, expect some more frequent updates. So for now, have some mythical creatures. :D

 == UPDATE 3/14/14 ==
 - 112 new graphics in creatures_standard.
Title: Re: DawnFortress v0.28 [WIP]
Post by: fricy on March 15, 2014, 04:29:53 am
@DragonDePlatino: This is progressing nicely, I especially love the new colors.

I found three things that bother me a bit:
Spoiler (click to show/hide)
1. Slabs: they look like a boulders.

Spoiler (click to show/hide)
2. Engraved walls: a bit plain, and not different enough from smoothed walls.
3. Engraved floors: too complex, and difficult to read what's happening.
Title: Re: DawnFortress v0.28 [WIP]
Post by: DragonDePlatino on March 15, 2014, 11:42:14 am
I found three things that bother me a bit

Hmmm...I've been meaning to fix those for a while. I think the slabs are OK (For me, hills take priority) but the engravings definitely needed to be fixed. Give these a try...

Spoiler (click to show/hide)
Title: Re: DawnFortress v0.28 [WIP]
Post by: Meph on March 21, 2014, 05:04:30 pm
Hills take preference over slabs? I guess it depends which mode you play. Adv will see more hills on maps, Fort mode players will see a lot of slabs...
Title: Re: DawnFortress v0.28 [WIP]
Post by: Roses on June 07, 2014, 09:07:55 pm
I know its a bit old, but is this still being worked on at all? I like the style.
Title: Re: DawnFortress v0.28 [WIP]
Post by: DragonDePlatino on June 08, 2014, 02:45:44 pm
I know its a bit old, but is this still being worked on at all? I like the style.

No, DawnFortress is not currently being worked on. Like most pixel artists (and artists in general) I like to start up multiple projects at a time and see how each turns out. I'm not the type to draw for popularity (and I learned that the hard way) but generally if I don't get a lot of feedback on something or I don't see it as important, I'll focus on other projecs. In DawnFortress's downtime, I've finished fun projects like Dig Dug Redug: http://www.vg-resource.com/thread-25133.html and Koten, a Zelda 1 tileset: http://www.purezc.net/index.php?page=tilesets&id=87. I've also been working on sprites for a fighting game and an unreleased webcomic. It's just, generally on my other projects I feel a lot more motivation. But that doesn't mean this project is dead...for good. It's lying in the grave, ready to leap out any time Summer boredom overtakes me. :D
Title: Re: DawnFortress v0.28 [WIP]
Post by: Roses on June 09, 2014, 03:50:25 pm
Well I am glad it isn't dead and buried. Especially your comments about modular graphics made me very excited.

It would be amazing to have a set of graphics of just body parts, like sets of legs, sets of bodies, etc... And then tie that into a random creature script. You could make random creatures with their own sprites!
Title: Re: DawnFortress v0.28 [WIP]
Post by: Roses on June 20, 2014, 11:30:43 pm
Thought you might be interested in this topic http://www.bay12forums.com/smf/index.php?topic=138754.msg5394592#msg5394592 (http://www.bay12forums.com/smf/index.php?topic=138754.msg5394592#msg5394592) since you mentioned earlier that you would like to be able to have tiles for everything, and not just limited to the single tileset