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Messages - Obsidian Soul

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1
Lovely sprites! :)

These rise the prospect of having a graphics pack similar to the official one available for Classic/free version users as well. From a modder's perspective, this is nice since sprites can be made to fit both Classic and Premium at once. The only other graphics packs I've heard are getting updated are Vettlingr's and Bitlands by DragonDePlatino, and both of them are more stylistically distinctive, in a way that sprites not done specifically for them will look "off". (Meph might be doing something as well, but I haven't heard about it since the drama.)

And a few questions:

What is the order of the animal sprites? It seems to be based on the alphabetical order of the raw files, but then giant creatures are at the end, and birds are at the top of the list instead of toads and worms (creature_amphibian and creature_annelid preceding creature_birds and creature_birds_new).

How come the FBs/titans/night creatures are looping? Is that a quirk of making things work with TWBT?

Thank you. :) Though after I've watched videos of the upcoming Kitfox version, I think it might be more prudent to wait until its first release at least before I continue with this. Or I might run the risk of having to redo more tiles than I would want (especially since multi-tile creatures are now seemingly possible).

Now that I look at the raws, I realize it's not alphabetical at all. LOL. My bad. But rows are separated. Unlike earlier creature sheets, these basically unify everything into two raw files. So I think I first started out trying to sort it alphabetically then gave up halfway through.

As for the repeating tiles, they are placeholders. I do not know how the Kitfox version will deal with it, but at the moment, it is impossible to create specific tiles for FBs/Titans/Night Creatures in the classic version, because they are procedurally generated in-game. Some examples from the wiki:

Code: [Select]
A gigantic snail composed of grime and filth.  It has wings and it has a gaunt appearance.  Beware its deadly spittle!
Code: [Select]
An enormous blob composed of water.  It has an enormous shell and it squirms and fidgets.  Beware its webs!
Code: [Select]
A towering three-eyed pterosaur.  It has a long, curving horn and it has a gaunt appearance.  Its chocolate scales are jagged and overlapping.  Beware its hunger for warm blood!
Code: [Select]
A great humanoid composed of flame.  It has two short tails and it squirms and fidgets.



2
Moddable; yes, easier to edit the raws; no. Still easier than using TWBT though.
Yes, transparency is supported.
Animations to a certain degree are possible, although I stopped working on SteamDF before that was finalized. Don't know if anything was done in that regard, but in theory it can work.
Male/Female: Yes, or to be more precise: Caste specific sprites work.
Adjacency: Yep.
Masterwork features: None (never asked to have any included), TWBT features: Pretty much everything and a lot more.

Awesome. Guess I should be making natural wall categories then, similar to constructed walls, not one-tile boxes.

Huh. Well, me neither these last few months.

I just read up a bit. And oh no. There was drama. D: Just to make it clear to everyone: Meph asked for permission and has credited me (which wasn't necessary, as pointed out in my first post). I'm grateful that my sprites saw the light of day in a playable version.

A lot of the graphics innovations that tilesets have now is because of his experimentation with the raws and mifki's TWBT. And I (and probably a lot more people here) owe a lot to Masterwork and Meph answering questions. I'm not taking sides and I hope it all settles down, but I appreciate you, Meph, and what you've done for the modding community. <3

3
That's beyond amazing, well done! :) Love the sandstone and glass/ice tiles.

Thank you. :) I don't even know if it's possible to use them for specific material constructions. Haha. I remember seeing them in Masterwork raws a year ago though, so I figured they had to be.

The Steam DF version allows a lot more freedom when it comes to graphics, so if there are any questions, send me a message.

Is it moddable? And is it easier to edit the raws?
Does it support sprite transparency?
Animations? Male/female-specific sprites?
Do natural rock/soil walls/roots/branches have LR, UD, UR, UL, DL, DR, pillar, etc. adjacency now?
How much of the Masterwork and TWBT features got officially implemented?
I have so many questions, LOL.

But yeah, I literally have no idea what has been going on in DF, Kitfox or regular version. I haven't been following anything for a while now.

4
Hi all. Here I am again, much older and still too stupid to mod DF code. LOL

I had another fey mood last year and during that time, I managed to accomplish quite a bit in terms of constructed buildings, soil and rock types, items, and creatures for the 32x "Granite" tileset. This is in addition to the already more or less complete plant graphics I did years before; and some polish to already completed item graphics. But given that I've completely forgotten how to mod them into the raws/TWBT, I lost interest again soon afterward. :(

Here's a preview of what I managed to accomplish thus far:

Spoiler (click to show/hide)

I'm still broken over the fact that rock and soil tiles don't follow the same adjacency rules as walls and floors. So I opted for a somewhat isometric representation of rock/soil/tree layers. However, given that I could not test them ingame, I have no idea how they will actually look like.

That said, I did complete the 32x animal and creature sets that I started way back in 2017. And that's what I'm here to offer. Just in case anyone is interested.

These include all animals (including giant and animal men versions) rendered in a cohesive artstyle. All of them are accurate to their actual descriptions in the raws and/or their real life appearances. It also includes domesticated and war-trained tiles for animals which are currently able to be domesticated; and child tiles for those which have them. They are arranged alphabetically, not by biome.

I can't post raws here directly due to the character limit. You can see them at:
graphics_Granite_animals.txt : https://pastecode.io/s/4xfhqpgq
graphics_Granite_humanoids.txt : https://pastecode.io/s/kipmxdzq

Note that I'm not sure if the raws will even work with the current DF version. These were made using last year's raws. The tiles are also designed to have a transparent background (via TWBT). They might need tweaking for tilesets which do not support it.

Granite_animals.png


Granite_humanoids.png


I've also included tiles for forgotten beasts, titans, demons, and night creatures below. But these are randomized in-game. So in most cases they won't match in-game descriptions.

Spoiler (click to show/hide)

I release these animal/humanoid tiles under CC-BY. You are free to use them in your own sets or modify them to your needs. But please credit me at https://www.artstation.com/obsidiansoul

This was a massive undertaking (these are all hand-made from scratch, literally pixel by pixel) and ate up a lot of my free time. Sadly, I'm a broke artist and I'm currently busy working (on a 3rd world salary). So I don't know when I'll be able to pick it up again. I still hope I can finish it before the Kitfox release.

Also, I once balked at doing this, but needs must. If you're swimming in money and won't miss a few bucks, you can donate to my PayPal here. This is completely optional, and you can still use my art with just the credit. :) Also, donate to bay12 of course.

5
Loving the graphics so far! Great work. Especially the grass, which was one of the original reasons I created my tileset in the first place, because I disliked the "quilted patchwork" look of grass and soil in the default tilesets existing back then.

Spoiler (click to show/hide)

Lovely soothing reasonably uniform grass. Mhm. <3

6
I'm literally just finding out about this now. An official tileset! Real graphics! I'm jumping up and down in excitement :D :D :D

7
Not yet. Real life craziness again. And I still can not solve the background flickering and the crashing issues. Hopefully I'll have more free time again soon.

8
Experiments with soil, smoothed, and engraved floors and walls. The floor might still be too dark. Though not sure if that's just because of the material.


9
Pogress.

Bronze colossus, cyclops, giant, ettin, minotaur, hydra, dragon, roc (modified the dragon facing direction and the roc talons)

10
lol Final Fantasy 1:
Spoiler (click to show/hide)

If I could get that games tileset and figure out how to force it into DF... I'd be happy and could go ahead and die.... otherwise I will live forever and its all your faults...jk...

now someone is going to point me to a FFI mode from 10 years ago with a full tileset lol.

but yeah great work on the tileset.  I'll go back to watch mode lol.

Yep something like that, though DF lacks transition tiles between two different ground cover, which makes it difficult to appear natural. My solution so far to that was to make all grasses be one color. Still not enough, but it helps reduce visual clutter.

11
The Oblique is what I was talking about... I'm old school I still remember getting excited over new atari games... the system not the developer lol... isometric was the only word I could remember, but I always loved the oblique view in Final Fantasy 1-6, dragon warrior 1-5, even the old school Ultima went from tile to oblique at one point.

I'm a bit younger. The oldest FF game I've played was FF7 and FF Tactics. Didn't quite catch Ultima. :P

Progress. Sheep, water buffalo, caribou/reindeer, roc, bronze colossus, hydra, dragon



I'm keeping appearances as close as possible to how they are described in the raws, e.g. dark gnomes have teal skin and yellow eyes, hydra are red and gold and have 7 heads, dragons are wingless and green, etc. Shame they're not multitile yet, but I purposely made other animals relatively smaller so I could fill tiles for giant creatures and make them seem larger.

12
Oh if only.  :-\ Not isometric but just top down, since the game can't support anything else. But as close as I can make it to traditional jrpg aesthetics, yes.

Have you seen this? http://www.bay12forums.com/smf/index.php?topic=138754.msg7390751#msg7390751 Currently it's just an experiment though and not in public TWBT release.

 :o Overlaps? Yes, please. LOL.

But too much to think about for now. I can modify this once that feature is fully functional and this tileset is finished. XD

13
I've just added the raw names to probe's output as well (e.g. "StoneFloor3"), so you should be able to avoid the lua step in the next DFHack release.

I'm using the windows LNP for testing for now (easier to update savegames on the fly). But I'll set up a new game folder with the fully updated dfhack and TWBT next since I'll have to test it anyway to see if the errors I'm getting is simply because of incompatibility with the dfhack versions. Thanks. :)

I can't do anything but get more excited everytime I read the new posts here... It sounds like you are going for a kind of 45 angle to views so that it appears more like say an old school dragon warrior or final fantasy game?!?!  let us know when this gets close to say a late alpha/beta version...  I so want to try it!

Oh if only.  :-\ Not isometric but just top down, since the game can't support anything else. But as close as I can make it to traditional jrpg aesthetics, yes.

Anyway, progress: impala, spider monkey, tapir, golden lion tamarin, blue peafowl, sloth bear, aardvark, chicken, dog, wolf, duck, alpaca, cat, cow, cavy, donkey, goat, goose, horse, mule, peafowl, turkey, llama, dromedary camel, bactrian camel, rabbit, pig.





14
As for the number of tiles, I don't know the actual number but ideally, everything that can be overridden. Some tiles are reused with just a change in the bg color (especially plants), but most will be unique. I'm even planning to have the directional wall-like tiles for unmined rock faces and river flows, though I'm not sure if that is even possible (though the override list seem to indicate it is). I'm completely rubbish at deciphering the raws, much less the code. I'm just an artist, which was why I gave up before. I'm already dreading having to organize everything and make sure the raws point to the right tiles.

You can use "probe" plugin/command to find out tile type if needed. You're interested in "tiletype: X" line, and then you can execute "lua ~df.tiletype[X]" with that number to get the tile type name that should be used for overrides.

That just saved me a ton of time looking all over the forums for how to do that. Very much appeciated!  :D

15
Yes, generally it's important not to have "empty" tiles. Obviously it will help not to include animation sprites too until they can actually be used. Do you know approximately how many distinct tiles (base tileset + overrides + creatures) you have/plan to have?

Hmk. I'll just bundle them in separate "extra" sheets included in the pack until they may be useful in the future.

As for the number of tiles, I don't know the actual number but ideally, everything that can be overridden. Some tiles are reused with just a change in the bg color (especially plants), but most will be unique. I'm even planning to have the directional wall-like tiles for unmined rock faces and river flows, though I'm not sure if that is even possible (though the override list seem to indicate it is). I'm completely rubbish at deciphering the raws, much less the code. I'm just an artist, which was why I gave up before. I'm already dreading having to organize everything and make sure the raws point to the right tiles.

Unfortunately there's just no [easy] way to intercept unit rendering, that's why this is not supported. Maybe I'll find some way, maybe not.

Oh. That's sad. :( Oh well, generic grass and floors for most of them then. Thanks for the replies.

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