Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Doren on August 21, 2015, 03:13:53 am

Title: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Doren on August 21, 2015, 03:13:53 am
Links:
ver.2 at Mediafire  (http://www.mediafire.com/download/ma26o7barw22pok/DF_Phoebus_40.24_TWBT.zip)
ver.2 at DFFD (http://dffd.bay12games.com/file.php?id=11069)

I was seeking for a TWBT tileset to use with Phoebus' graphics for a month or so. There's quite a few of them and they needed  reworking to fit them for use with Phoebus because they looked kind of messy when you install them as is.
So all i left to do is to draw my own tiles. As you see this tileset is kinda untidy but i think it is already playable at this point so i want to share what i've got

(http://i.imgur.com/68vTNvp.png) (http://i.imgur.com/eGvGQAo.png)

No raws were changed so they should be identical to the Phoebus' ones. There are some minor changes in inits (i.e. reverted the mine tracks tiles from inverted back to normal), so please be aware of it if you are using other mods.

Here are some screenshots of what's done so far:

Spoiler: Overall look (click to show/hide)
Spoiler: Machinery and bridges (click to show/hide)
Spoiler: Siege machines (click to show/hide)
Spoiler: Proper ramp tracks (click to show/hide)

Changes
Quote
ver.2

Added rails
Changed trees
Added mushrooms
Title: Re: Phoebus & TWBT anyone?
Post by: Max™ on August 21, 2015, 09:43:42 pm
I don't use phoebus anymore but I gotta give you mad props for the uh... windmill props and geartrain with the pump animations.

Someone should light the Meph signal.
Title: Re: Phoebus & TWBT anyone?
Post by: Meph on August 22, 2015, 01:53:57 am
I don't use phoebus anymore but I gotta give you mad props for the uh... windmill props and geartrain with the pump animations.

Someone should light the Meph signal.
Been here before you. :P Really love the bridges and my reaction to the axles/gears was "wtf, why has no one thought of that one before?"

I was mostly waiting for more screenshots, I dont know what all the tiles are... for example bottom left, looks like walls (?) or the six similar-looking tiles center right, windmill (?)

But I see correctly that you managed to override vanilla buildings with unique tiles? I thought mifki had not released that yet?
Title: Re: Phoebus & TWBT anyone?
Post by: Doren on August 22, 2015, 03:39:00 am

I was mostly waiting for more screenshots, I dont know what all the tiles are... for example bottom left, looks like walls (?) or the six similar-looking tiles center right, windmill (?)

But I see correctly that you managed to override vanilla buildings with unique tiles? I thought mifki had not released that yet?


Center right is windmill of course, and bottom left tiles are for siege buildings.
And no, mifki haven't released anything new yet, so i could only replace existing tiles with new ones. As you might notice, all workshops have the same tile arrangement and colouring as they would in vanilla DF.
Also these workshops have a somewhat disturbing behaviour - they also replace any item or creature that step onto them, if they happen to match the workshop's override settings.

Also another screenshot

Spoiler (click to show/hide)
Title: Re: Phoebus & TWBT anyone?
Post by: Meph on August 22, 2015, 04:13:05 am
Thanks. :) The ballista looks great.
Title: Re: Phoebus & TWBT anyone?
Post by: LeoCean on August 23, 2015, 03:34:09 am
Yeah this is pretty sweet. Good thing you didn't wait longer ;).
Title: Re: Phoebus & TWBT anyone?
Post by: Deon on August 23, 2015, 12:57:27 pm
I use phoebus in my not-released version of The Fall. This looks majestic. May I include the overrides in the next release of The Fall?
Title: Re: Phoebus & TWBT anyone?
Post by: daagar on August 23, 2015, 01:41:31 pm
Wait wait wait... identifiable workshops!? I think of all tilesets, awesome as they are, the limitations around workshops has been the most annoying. This seems to go a long way to fixing that! Do gemset, do gemset! :)
Title: Re: Phoebus & TWBT anyone?
Post by: Doren on August 23, 2015, 02:41:20 pm
I use phoebus in my not-released version of The Fall. This looks majestic. May I include the overrides in the next release of The Fall?
Of course, use it as you want to.

Wait wait wait... identifiable workshops!? I think of all tilesets, awesome as they are, the limitations around workshops has been the most annoying. This seems to go a long way to fixing that! Do gemset, do gemset! :)
I thought Gemset is already a TWBT tileset. Does it really need further modifications?
Title: Re: Phoebus & TWBT anyone?
Post by: Meph on August 23, 2015, 02:52:43 pm
DragondePlatino is waiting for a release of Twbt that allows unique workshops regardless of tilenumbers. As you said, the tiles are shared between workshops; he wants to do it even more elaborate and is therefore waiting for mifkis next release.
Title: Re: Phoebus & TWBT anyone?
Post by: Doren on August 23, 2015, 03:03:58 pm
I have absolutely no clue of how do DFhack or TWBT work, so i cannot speed up the release in any way. We can only suggest DragonDePlatino rendering workshops my simple way, but im pretty sure he knows better.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Doren on August 23, 2015, 11:55:13 pm
A small update with tracks

Spoiler (click to show/hide)
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Meph on August 24, 2015, 12:08:35 am
Once you are done it would make good sense to single out every workshop, make a large pictures just with the workshops and no background. Like a legend, telling people which is which.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Doren on August 24, 2015, 02:10:40 pm
Once you are done it would make good sense to single out every workshop, make a large pictures just with the workshops and no background. Like a legend, telling people which is which.

Something like this?

Spoiler (click to show/hide)
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Meph on August 24, 2015, 02:39:39 pm
Exactly. :D Perfect.
Title: Re: Phoebus & TWBT anyone?
Post by: daagar on August 24, 2015, 09:43:35 pm
DragondePlatino is waiting for a release of Twbt that allows unique workshops regardless of tilenumbers. As you said, the tiles are shared between workshops; he wants to do it even more elaborate and is therefore waiting for mifkis next release.

Cool to know!

And the legend looks excellent, Doren.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Capacitor on August 25, 2015, 12:54:54 am
This graphic set is amazing but crashes everytime for some reason  :-\
May be I did something wrong...
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Doren on August 25, 2015, 01:30:55 am
This graphic set is amazing but crashes everytime for some reason  :-\
May be I did something wrong...

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Capacitor on August 25, 2015, 01:47:28 am
If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Doren on August 25, 2015, 02:42:19 am
If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...

Now i see.
You have to change FONT and FULLFONT from curses_800x600.png to Spacefox_16x16_text.png in init.txt
It seems advmode doesnt support different tile dimensions

Quote
[WINDOWEDX:0]
[WINDOWEDY:0]
[FONT:Spacefox_16x16_text.png]

You may disable window resizing if you wish.
[RESIZABLE:YES]

Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Spacefox_16x16_text.png]
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Max™ on August 25, 2015, 02:55:55 am
Adventurer mode has crashes with twbt enabled upon first entering travel mode after loading a save (it is less consistent after that point, sometimes no crashes at all, sometimes it'll do it a couple of times) so I've just been doing ascii with the big gemset text tileset.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Capacitor on August 25, 2015, 12:08:44 pm
If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...

Now i see.
You have to change FONT and FULLFONT from curses_800x600.png to Spacefox_16x16_text.png in init.txt
It seems advmode doesnt support different tile dimensions

Quote
[WINDOWEDX:0]
[WINDOWEDY:0]
[FONT:Spacefox_16x16_text.png]

You may disable window resizing if you wish.
[RESIZABLE:YES]

Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Spacefox_16x16_text.png]

Thank you! :)
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Pvt. Pirate on September 09, 2015, 04:06:07 am
this looks amazing :)
do i just copy it in, or do i have to do more work to get this running?
i currently use the spacefox TS from the LNP with TWBT enabled and curse font.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: LeoCean on September 10, 2015, 06:47:23 pm
this looks amazing :)
do i just copy it in, or do i have to do more work to get this running?
i currently use the spacefox TS from the LNP with TWBT enabled and curse font.

Yeah you'd have to mess around with some of the overrides in overrides.txt or data/init. The rest copy in, from the art folder. That or just use the init.txt and overrides file that comes with this.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: PeridexisErrant on September 29, 2015, 07:43:43 am
Sweeeet, this looks amazing.  PTW and remind myself to put this in the starter pack...

Someone should light the Meph signal.
...now I want the forums to notify on username mention, so people can do this to me.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: palu on October 30, 2015, 09:26:17 pm
How can I install this into the starter pack?
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: TwistedMinds on October 30, 2015, 09:53:07 pm
How can I install this into the starter pack?

Newish player here, not sure if I've done it right but it seems to work without problems here. I have no experience whatsoever with DF modding.
I copied these to Dwarf Fortress 40_24 Starter Pack r16\LNP\Graphics\PhoebusTWBT: (created the PhoebusTWBT folder)
Then copied the manifest.json from Phoebus (LNP's) and edited it with notepad to change the description.
I'm almost certain some files aren't strictly necessary, but I was too lazy at the time to really figure it out so I kind of copied everything that was in other LNP's graphic set. And it works. Good enough for now :>
Edit: There are some issues with ground tiles (smoothed+detailed) of the wrong colors at time popping up semi-randomly (very rare) so I probably missed something, still playable though. I'll work on that soonish if no one else can help you.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: palu on October 31, 2015, 09:22:28 pm
Here's what he just said, if anyone doesn't want to do it themselves. Let me know if there are any issues.
http://dffd.bay12games.com/file.php?id=11250
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Chimerat on November 02, 2015, 08:47:35 pm
Okay, I know what Tileset I'm trying next time I have a chance to play. :o

My main problem has always been how to easily tell my various buildings from each other! :-[
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Chimerat on November 22, 2015, 10:57:58 pm
Is there a way to turn off "multi-level" view?

I can barely tell where things are outside anymore...  :(
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: PeridexisErrant on November 23, 2015, 12:45:44 am
multilevel 0 should do it.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Chimerat on November 25, 2015, 09:42:04 pm
Thank you!  :D
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Chimerat on December 11, 2015, 08:23:33 am
Is there anyway I could just snag your buildings and put those in with the vanilla Phoebus? (I don't need animations, but they do wonders when I'm looking for a workshop.)
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: LeoCean on December 12, 2015, 07:20:32 pm
It requires dfhack and twbt for it to work. It's not hard, I added them to spacefox awhile ago. There's just a little trudging to do to find them. I however made it super easy to copy from my overrides to a new one since I named the overrides instead of the old number system which is hectic.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Chimerat on December 13, 2015, 03:39:44 pm
It requires dfhack and twbt for it to work. It's not hard, I added them to spacefox awhile ago. There's just a little trudging to do to find them. I however made it super easy to copy from my overrides to a new one since I named the overrides instead of the old number system which is hectic.
Uh... ?_?
Maybe you misunderstood my question, or were replying to someone else, but I was asking if there was a way to just have the buildings (non-animated) replace those already in Phoebus.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: LeoCean on December 13, 2015, 04:59:13 pm
Dwarf fortress can only use one tileset/tilesheet without twbt, that's what I said in the other post. That's also the answer in this one. I'm guessing you want his workshops? That is only possible with twbt, as most of the buildings cannot be changed in the text files and if you go and mess around with stuff in the main tileset you will affect many other things.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: WingedRayeth on December 15, 2015, 09:34:56 am
This looks awesome. I can't wait to see a 42.03 version.
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Evrett33 on December 15, 2015, 09:56:58 pm
I really really really dislike the overuse of bookcases in the new worhstation gfx. I also find the chair too small and rectangle to make out and the new crystals not as visually appealing as the old spiderweb ones. Can we have an option to omit these as they seem to pop up in Spacefox too :(
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Doren on December 15, 2015, 11:37:54 pm
I really really really dislike the overuse of bookcases in the new worhstation gfx. I also find the chair too small and rectangle to make out and the new crystals not as visually appealing as the old spiderweb ones. Can we have an option to omit these as they seem to pop up in Spacefox too :(

you can just delete THRONE and ROUGH from overrides, that will do the job
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Vanst7 on December 16, 2015, 01:56:28 pm
Doren, do you have any plan doing your own graphic set?
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Evrett33 on December 17, 2015, 01:52:10 am
I really really really dislike the overuse of bookcases in the new worhstation gfx. I also find the chair too small and rectangle to make out and the new crystals not as visually appealing as the old spiderweb ones. Can we have an option to omit these as they seem to pop up in Spacefox too :(

you can just delete THRONE and ROUGH from overrides, that will do the job

Ah Thanks I'll try that !
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: HammerHand on December 20, 2015, 03:44:56 pm
Definitely posting to watch.  This looks amazing!
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: Evrett33 on December 26, 2015, 06:45:58 pm
I really really really dislike the overuse of bookcases in the new worhstation gfx. I also find the chair too small and rectangle to make out and the new crystals not as visually appealing as the old spiderweb ones. Can we have an option to omit these as they seem to pop up in Spacefox too :(

you can just delete THRONE and ROUGH from overrides, that will do the job

Sorry where does one find these overrides ?
Title: Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
Post by: LeoCean on December 26, 2015, 11:42:56 pm
\data\init overrides.txt