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Messages - Vanst7

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16
Tilesets and Graphics / Re: (24x24 / 48x48) GemSet v1.1 [40.24]
« on: May 22, 2015, 01:21:08 pm »
I prefer the first one too. Keep up the good work, really like where this tileset is going.

17
Tilesets and Graphics / Re: GemSet v1.0 [0.40.24]
« on: May 16, 2015, 03:33:05 am »
Nice work!

18

Grim Fortress's engravings are what I'm trying to replicate, but that only works because the wall tiles in GF occupy all the pixels in the 12x12 space.
In Tergel, wall tiles don't occupy all the pixels in the 12x12 space, so the transparent bits end up showing the engraving color, which is what I'm trying to avoid, and am unable to do.

You can put the space you don't want to change, when engraving, black.

19
Hi all again. Sorry for the silence. First off, thank you very much to the guys who updated the set for the newer builds. I couldn't do so myself because I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.

Here's a preview of the upgraded peasant dorf:


Oh and if I recall correctly, the only raws I changed (not counting the Phoebus raws), are the plants, grasses, and aquifer files. Not sure though, it's been so long.

Great! Can't wait to see more of it!

21
Upscaling by an integer factor produces much nicer results. Upscaling 15px to 24px isn't likely to look as nice.

Oh true, i'm so dumb, didnt thought about that, doing a 24px version of it would probably too much work. Well, 30px is fine then, i would get used to it.

Well, seems i have no other choice but to refuse to upscale :)

I'm sure a lot of people would love to see a upscale version of your tileset, well, i'm one of them. I really like everything you made with TWBT, your stairs, windows, they all look fucking great. I'm just too used now to use bigger tiles, so an upscale version of it would be amazing, when you would have time to make one for it. I'm not even working on my tileset anymore because it look like crap, so it doesnt matter.

22
@Max:
I suddenly became curious after your request. Here is quick mockup, showing how it will look on 30px with 15px hatch fill:
Spoiler (click to show/hide)

Isn't 30px a little bit too big? Personally, i found 24px to be perfect, it's just not too big or too small, well for my resolution. If you do a 24px version of your tileset, i would stop what i'm doing and just use yours. =)

23
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: November 01, 2014, 08:55:31 pm »
Totally gonna steal your boulders I think, btw, as they look like they'll go perfect with the spacefoxy setup.

Here is the boulder i use. Nice tileset you got there.

24
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: October 31, 2014, 04:08:50 am »
While I can see that you actually did incorporate a lot of the different grass types in the most recent one, I really liked the look of this one:
Spoiler (click to show/hide)

but I generally turned varied ground off or otherwise I start trying to remove unmatching tiles and go grazy building weird ramp/ditch/ridge layouts. I am a fellow bisasam lover though, the crispness of a 24x24 tileset is so easy to get used to on a bigger screen. I found a 24x24 compatible spacefox upscale too, though I forget where I grabbed it from, but it works well with the bisasam based set I use now.

Keep poking at it, I fully understand the frustration of trying to get something looking right at 24x24 (I wish I could burn my experiments making curved bisasam walls >.> so awful) but you've got a good knack at picking out the features that stand out right at this size. Totally gonna steal your boulders I think, btw, as they look like they'll go perfect with the spacefoxy setup.

Thanks for your reply on this, yes totally agree, my other grass looked way better then what i have now. I actually try to make them look better, as these one was to show what i wanted to achieve. Since every types of grass seem to only appear on some biomes, i wanted to give every biomes a different look, so a savannah and a forest biomes would end up not having the sames kind of grass. That idea came from the stonesense guys:

Spoiler (click to show/hide)

I would like to be able to achieve the same kind of look they have there. I did post this to see if some people would be interested in this or if it's better to stick to only one kind of grass. Because there's probably like more then 20 kind of grass in the raws. If what i'm doing end up looking bad, i would just switch back to the other grass i have.

25
Actually I didn't quite finish tiletype overrides - overrides by special dfhack tiletype attributes (material, shape, etc.) are planned, so for things like soil floor there will be one record instead of four (material - soil, shape - floor), and it will also work faster. Sorry you have to list them all separately at the moment.

Oh, that would be cool.

Btw, you don't have to use numbers for tileset IDs, they can be any descriptive strings.

Oh, you mean that could use a word instead? I just did it the same way as Leocean, i thought that was the only way to do it.

27
Also, I'd like to remind that generally I'm against using overrides for things that can be done in raws, like replacing colours for some materials and so on. Mostly because of performance issues of course, especially when overriding widely used tiles and/or using many overrides for single tile (so that it needs to check them all). If raw editing is undesirable, I can think of some commands to change raws in memory instead.

Uh oh, so having to many overides for the same tiles can really reduce the fps? Like a different overides for every type of grass?

28
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: October 30, 2014, 12:34:01 am »
Small update:

I didnt make any major progress on the graphic set, i'm feeling really sick these last days but i still made some testing.
I only worked on the grass, wich i wasnt sastified for many reason. Every grass i did make so far was bland and made all the biomes looking the same. Those grass didnt use all the potential from tWBT, and since this graphic set is a test to see what we are able to do with it, i thought i should use more overides for the grass.

The grass didnt fit on many biomes too, like for example, the rocky wastleland. I was tired too to see the same green over and over, the exterior lacked some 'personality' if i can say so. So i went in the raws and gave every grass their own tile, and plan to make unique tiles for each one of them. I only did made 9 of them so far. With this every biomes would (i hope) kind of get a different look.

And to make every tiles kinda unique i had to use more colors, so Mifki proposed to use white as foreground color, so i could directly color the tiles. It kinda works, but you have to make the tiles way darker then you want, because in-game they would be lighter. Si i had to see many times in game to see if the tiles had the color i want.

My grass tiles are not great but it kinda show that this could be possible, and hope if there anyone toying with TWBT would try something like this. I did google every grass to try to get the real look they have but its too hard for me, i tried the best i can. Some grass do have the same look, so i tried to use some different color so they would be distinguable.

A screenshot to show how this look in-game:
Spoiler (click to show/hide)

What i like with this, is that you have more colors to play with and give the grass a more wild look.

HaterSkater proposed too, to have TWBT look for tile and color for overides. If Mifky implement that, i think it would be possible to do the same for leaves. Having more colors in them and variety of shape depending on the trees.

29
Doesn't it produce the result you want if you set the color to white (16:16) for an override?

Ya, tiles keep their color like that but they are lighter then the tiles, one i tried the red became a lil bit pinkier, but making the tiles color darker kinda fixed that.

Why do you want this? I mean, it's pretty simple to implement but maybe checking some other tile properties would be better for your task?

mockup:



Look, there is two chairs. One made out of slate. Other made out of wood.
Suppose we have ability to detect tile colour and work with it. What can we do?
Step 1. Change colour of all trees to brown
Step 2. Change colour of all stones and copper to any-but-brown
Step 3. Cast override of tile #210, colour brown to tile <tile number> of tileset <tileset name>, colour "same as it was"
And now we have simple wooden chair and more decent not-wooden throne



That's not an elegant solution, and i can't say i absolutely need it, but i think that there are people, who'd like to obtain such a technology.

That would be interesting, i could see myself using that for the leaves. In winter for when the leaves falls, i get brown leaves in the trees. With that i could make a tile that would look like branch instead.

30
Isn't it what was being discussed recently and is already done? See readme for OVERRIDE command.

Ya, i did read the overides readme but all i see is that i can add new foreground color and background color. It's possible to just not use any color at all and color directly the graphic?
Pretty much like stonsesence does the grass. If it's already possible then mb but didnt see how to do it.

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