Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Phssthpok

Pages: [1] 2
1
DF Modding / Re: Tileset for improved text?
« on: June 28, 2010, 08:04:32 pm »
I made this tileset specifically to have as few distractions from text as possible. I haven't updated it for DF 2010 yet, but if you like the letters you could copy-paste them over another tileset pretty easily.

2
DF Modding / Re: What is your gfx resolution?
« on: April 07, 2010, 06:57:04 pm »
I usually play at 1920x1200 or 2560x1600. I use upscaled Mayday graphics but it would be nice to have more definition.

3
DF Modding / Re: Custom Text Font Questions
« on: March 09, 2010, 02:28:41 am »
Quote
For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta [....] for all pixels both objects use. In this fashion the two objects that share a tile would look completely different. In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.
So it's impossible to work with combined colours because so many objects share a tile, but you can work with combined colours when two objects share a tile. Does that mean it's not tile-sharing per se that's the problem, but the sheer number of individual objects that can be attached to a tile?

Is there an example that neatly illustrates the use of colours that aren't magenta or shades of grey? From that article, I don't understand the point of using other colours at all.

The connecting + tile is used for doors, designating engravings, and stationing squads. Doors have white foreground and various backgrounds, but the others are always cyan on black. Cyan × Red is black, so any red pixels in the tile will show as black in the cyan object.

You could use this to make a red door around a white +, so designations wouldn't look funny, but then all the details on your doors would have to be shades of pure red.

4
DF Modding / Re: Phssthpok's high-res symbolic tileset
« on: March 07, 2010, 12:42:42 am »
I have made some updates and updated the OP. You may need to press shift-reload to see it.

  • Widened the glyphs for f, J, j, r, t, !, (, ), thorn, Ü, levers, delta, phi, fractions, Pts, forest retreat, integrals, flowers, bird. Should be more readable from a distance now.
  • Used smoother shading on the barrel and outlined it to avoid confusion in selection and adventure mode.
  • Added details to the crossbow, waterskin, rotated gammas, double arrows.
  • Removed some details from the corkscrew, blurry dot, stockpile.

5
DF Modding / Re: Phssthpok's high-res abstract tileset
« on: March 07, 2010, 12:02:00 am »
Weird. I'm having trouble using it with d18; it doesn't show all the characters all that nicely, though higher resolutions show them slightly cleaner than the lower resolutions...

I've mostly been using d18 and have seen some artifacts between black pixels and background pixels, even when they are both supposed to be black. Usually it resolves itself after zooming in and out with the mousewheel. Is that what you mean?

6
DF Modding / Re: how do I fuse tilesets?
« on: March 06, 2010, 04:29:59 am »
Open the pink one in Photoshop. Go to Select > Color Range. Choose pink with fuzziness 0 and click OK. Then press delete.
I did that, and now everything behind it is white. How do I make all that black? (By rudimentary, I meant that I had fiddled with it and made a few symmetrical designs)

Make sure the background is showing transparent (checkerboard) instead of solid white or black. You may need to explicitly set the image mode to RGB Color. Go to File > Save For Web & Devices. Choose PNG-24 with transparency enabled.

7
DF Modding / Re: Phssthpok's high-res abstract tileset
« on: March 06, 2010, 03:07:42 am »
I can't seem to install it, it makes most of the icons invisible if i change it to bmp :(

Most of the details of this tileset are in the transparency anti-aliasing, so it won't look good converted to BMP. You need a version of DF that supports PNG, such as 40d19.

8
DF Modding / Re: Custom Text Font Questions
« on: March 06, 2010, 03:00:17 am »
You don't need to specify size with anything but the dimensions of the image.

All colors can be used in all tiles. The foreground color and object color will be multiplied together. There are some examples here. Some tilesets use a reddish gray to get brown tree trunks, red and green for levers, and so on.

9
DF Modding / Re: how do I fuse tilesets?
« on: March 06, 2010, 02:49:01 am »
Open the pink one in Photoshop. Go to Select > Color Range. Choose pink with fuzziness 0 and click OK. Then press delete.

10
DF Modding / Re: Phssthpok's high-res abstract tileset
« on: March 04, 2010, 05:40:29 pm »
When I read abstract in the title, I was honestly expecting some cubist style tileset.  I don't know whether I'm disappointed or relieved.... regardless, nice tiles!

Nah, I just mean using symbols for objects rather than depictions of those objects or random accented letters. After I went a year without playing the game, I found it hard to remember which accented-letter symbols were which, so I went about compiling the simplest shapes for obvious objects and unifying their style as much as I could.

Sometimes it's not obvious whether adding detail would make something more clear or not. I would probably add art for the crossbow and the waterskin if I could find a model similar enough to the original glyph.

11
DF Modding / Phssthpok's high-res symbolic tileset
« on: March 04, 2010, 06:31:19 am »
I felt that most existing pixel art tilesets looked too busy at high resolution, so I made this one that focuses on readable text, simple shaded shapes, and plenty of negative space. It uses RantingRodent's Raws and the transparency features in 40d16 or newer.

Sample Fortress

Concept Art

32x32
Spoiler (click to show/hide)

24x24
Spoiler (click to show/hide)

16x16
Spoiler (click to show/hide)

Let me know what you think. I'm happy to make improvements.

12
Yeah, that ought to be used for Quarry Bush. I just found out about SHRUB_TILE, though, so none of the plants are actually set up correctly.  One more thing to do before the next release of the mod. Goodbye weird quotation marks.

I also noticed that birch and mahogany are using tile 38, which overlaps with '&' for demon corpses. It might make sense to put the demons on tile 156 for displaying HFS on the embark screen as a demon.

I'm working on a high-res abstract tileset and I'd rather not diverge from your raws but the demon/birch overlap is hard to work around.
Spoiler (click to show/hide)

13
Hey RantingRodent, I really like your tile layout.  :)

I've been going over the raws and it looks like you're not using tile 130 for anything, yet it has a flower picture instead of an "x". Is that an oversight?

14
DF Modding / Re: Mike Maday Tileset on a Mac
« on: February 22, 2010, 01:18:00 pm »
I just installed 40d18 for Mac and it works fine with Mayday. Can you pinpoint one specific step of the installation that causes it to go blackscreen?

15
DF General Discussion / Re: The Army Arc Donatathon!
« on: July 16, 2008, 08:21:24 pm »
All right, I matched 5%. Thanks for calculating it.

Pages: [1] 2