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Messages - Quiet-Sun

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1
Ok! Version 1.1 is now up!  Here are the changes:

- Windows 32-Bit binaries included.
- GUARD/ROYALGUARD changed to LAW_ENFORCE/TAX_ESCORT (Thank you Burned!).
- File structure changed to make standard sets compatible with Rubble (png files in the same place as the txt files. All names in small case).
- The updater now deals properly with magenta pixels giving the user the option to keep them that way, or create a transparency layer.

@Rochndil, let me know if things work out for you.  Also, I will be very happy to help you make the code friendlier and more versatile, so before you start manually changing file names, file structure, or transparency please let me know to see if I can do something about it!

2
Ok! Version 1.1 is now up!  Here are the changes:

- Windows 32-Bit binaries included.
- GUARD/ROYALGUARD changed to LAW_ENFORCE/TAX_ESCORT (Thank you Burned!).
- File structure changed to make standard sets compatible with Rubble (png files in the same place as the txt files. All names in small case).
- The updater now deals properly with magenta pixels giving the user the option to keep them that way, or create a transparency layer.

3
Ok Rochndil!  As I was expecting, Burned knew the answer to the mystery.  If the png doesn't have a transparency layer, magenta becomes transparent.  If it does have a transparency layer, it uses it.  My code is treating magenta as a non-transparent color and thus I make it non-transparent.   I think I'm going to add an option for the user to choose whether to keep magenta as the transparency color, or transfer this information to a black, or white transparency layer.   The advantage of shifting to a transparency layer is that magenta borders won't materialize if the tiles are re-scaled.   I'll try to get that done today.

4
Thank you for your suggestions Rochndil!  The LAW_ENFORCE/TAX_ESCORT was also reported by Burned.  That is the first thing to change in my next update.   I will also make sure everything is in lower case and that all PNG files are on the same folder.  Not a problem at all!  Thank you very much again for your feedback!

5
Hi Rochndil!!

Thank you very much for your feedback and suggestions!  I'm going to look at your files and let you know what I find.  I need to make a small update so I will combine both things if I find a problem.  I will also be sure to include the need to reboot in the instructions.   

I'll look at this now and hopefully have something soon to tell.

EDIT:  I just looked at the original files and their magenta background is visible.  I will ask Burned who is a master of DF graphics moding to see if he knows anything about it.  If not, I will have the code turn magenta pixels transparent.  I'll let you know when I have an update

6
Not at all for me, it is my language of choice!  I am a Physicist, but I have an undergraduate degree in engineering that got me into using matlab (around 2001 uff! ;) )


Really? I'd love to ask you about what you do with that degree, as the jobs that I've seen physicists getting are often quite interesting, but this isn't the right thread.


I'll have to try it with octave then.


Anyway, if I can figure out how the code works, I'll think about writing a python version for those of us who prefer that language, besides, if that's alright with you, it helps to have a standard which bridges languages.

I'm doing research on the solar cycle and, hopefully, will be hired this year as an assistant professor.   I will be very happy to help you translate to python.  I have been meaning to learn python and seen a translation of my code would help me get an idea of how it works.   We could set up a skype meeting next week, if you want, and we can go over the code and what it does.  Just send me a personal message (PM)

7
FYI: GUARD and ROYALGUARD produce "Unrecognized Creature Texture Token" errors. I'm positive post 31.01 LAW_ENFORCE and TAX_ESCORT were the new replacement textures for GUARD and ROYALGUARD respectively.

Also, I'm not sure why I never tried master skill tiles for the ADVENTURER texture, but they do in fact work.

Thank you so much Burned!  As always!   I will update things next week!

8
Good afternoon!

I am very much looking forward to using this tool to help with my current project (rehabbing Chariot's graphics). The only problem (at the moment) is the sheer size of the MATLAB program, which is taking forever to download. Rest assured that as soon as I have the ability to do so, I'll be doing an actual project with your tools, and I'll give you detailed feedback. Thanks!

Rochndil, watching the MATLAB download waffle on either side of 1+ hours to go...

Excellent! Thank you! Please let me know how it goes!


I don't think I've ever heard of someone doing a task like this through Matlab. Was it painful?


Also are you an engineer?

Not at all for me, it is my language of choice!  I am a Physicist, but I have an undergraduate degree in engineering that got me into using matlab (around 2001 uff! ;))

9
Good. It no longer crashes when I try to open it.
Still not sure if you can remove the "these tools work only for Windows 64-bit" bit or not. I need to have time to test the thing out more since I've yet to get it to sort any graphics sets.

Great!  Try to follow the tutorial and let me know if you can make them work.  I will update the OP after I hear from you.

10
Okay. I had a chance to try it earlier today. I installed the 32-bit MCR, but I get "The version of this file is not compatible with the version of Windows you're running. Check your computer's system information to see whether you need an x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher."

So that didn't work. :(

No worries, give me a couple of days and I'll try to compile a 32-bit version.  That should not be too difficult.  I'll let you know through here when it's up.
Thank you very, very much for trying, either way! :)
.
No worries at all!  I have compiled 32-bit versions of the tools and updated the download links.  Please download them again and give them a try.  Let me know how it goes!

11
Okay. I had a chance to try it earlier today. I installed the 32-bit MCR, but I get "The version of this file is not compatible with the version of Windows you're running. Check your computer's system information to see whether you need an x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher."

So that didn't work. :(

No worries, give me a couple of days and I'll try to compile a 32-bit version.  That should not be too difficult.  I'll let you know through here when it's up.

12
Is there a "How To" step by step guide to use an existing graphics set in say 42.05 and apply it to 42.06?

There are 2 scenarios:
1. Apply graphics for a new game in the latest version 42.06.
2. Use graphics of a previous version 42.05 saved game in the latest version 42.06.

My tools allow you to easily update the graphics pack your preference to any version of DF (backwards or forward).  The manual installation requires you to replace the contents of the raw/graphics/ folder inside your DF installation (for scenario 1) and also inside your data/save/<your region>/raw/graphics/ folder for the savegame you want to update.

If you want give my tools a try and update the sets right away, download the following file:

42.06 DF Creature Objects

Unzip it inside the main folder of my tools, and follow the first two tutorials "Making sure a set is current with a set of DF raws" and "Standardizing a Set" (in the second post of this thread), but using the folder I just provided you as the reference set, and the latest version of your favorite graphics set  (instead of 42.05 and Rally-Ho).   

The resulting folder is supposed to work right of the bat so let me know if you have any problems and I'll be happy to help!   

Remember to copy your saves to a fresh installation of DF 42.06, this way if anything fails you will still have the originals!


13
Glad my persistent inability to type sensical things was helpful.

BTW, you have a broken spoiler tag in the Merging Sets section.

I think I already have the issues fixed for the next release of Rally Ho, but this will be a great way to make sure and a nice help in the future.

Haha! :)  Thanks for letting me use this version as an example and for the spoiler warning!


Excellent work!  We are lucky to have you around.

Thank you!

This looks amazing, especially for modders. People can simply upload their new monster graphics now and your program will automatically make a png with the names next to them. Like a legend for a map. :)

I had never though about this use of my tools!  If you need help with Masterwork, I would be happy to run my tools for it!


Ah! That's easier to solve!  go to my thread and download the version there.  Install the 32bit matlab runtime and let me know if it works.  Let's switch our conversation to the other thread too.  I'll help you there.
Okay, I will try that out sometime between tonight and this weekend (aka when I can find the time). :)

At your own leisure!  Just let me know!

14
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: February 10, 2016, 10:39:14 pm »
Ah! That's easier to solve!  go to my thread and download the version there.  Install the 32bit matlab runtime and let me know if it works.  Let's switch our conversation to the other thread too.  I'll help you there.

15
DF Modding / Re: Community Mods and utilities list.
« on: February 10, 2016, 12:27:51 pm »
Hi Profit!

I just created a bunch of tools for streamlining the production and maintenance of graphics sets. I was wondering if you could including them in your list.

I was thinking that the best category is probably "Dwarf Fortress Graphics packs".   These tools are not a graphics pack, but they allow people to create custom graphics packs and contribute to existing projects with tiles.  Thanks!

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