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Messages - Vordak

Pages: [1] 2 3 ... 17
1
Tilesets and Graphics / Re: Vordak`s Graphic Tileset - Reconstruction
« on: September 24, 2023, 02:30:28 am »
Any recent news? Also, any way to donate to your cause?

The work is progressing slowly, lost a lot of time on correcting the color palettes to improve the tileset's general readability.
For certain reasons, there probably won't be any new art pics (although I have something to brag about).
I'm not interested in donates.

Upd. The experiments with the different palette types.

3
DF General Discussion / Re: Future of the Fortress
« on: December 16, 2022, 11:38:06 am »
I was advised to ask these questions here.

\vanilla_creatures_graphics\...\graphics_creatures_layered.txt

Need full information about what kind of tokens is possible there at all?
Below I will give the lines I am interested in with comments and questions about them.


Question #1
Spoiler: Material tokens (click to show/hide)

Question #2

Question #3
Spoiler: Colors of clothing (click to show/hide)

Question #4

Question #5
Are there any plans to simplify the coding for graphics_creatures_layered.txt?
Because, by my opinion, it's pretty obvious that some code parts could be combined into some templates that could simply be referenced in just one or two lines.


Question #6
Almost all item objects at now use the coloration system based on replacing certain colors of the base item tile by colors from the palettes, that presented in "\vanilla_descriptors\...\palettes.png".
Do you feel the strength and willpower in yourself to do something similar for tiles from "\vanilla_creatures_graphics\", that used in layer system? Tiles of clothing or weapons, for example.


Question #7
Is it possible now to encode the equipment' look on "graphics_creatures_layered.txt" by the Item quality?
If yes, then how?



I will ask to local experts - not to comment on these questions, there is no insult in this request. Here need the unambiguous answers.

4
graphics_creatures_layered.txt
Need full information about what kind of token is possible there at all?
Below I will give the lines I am interested in with comments and questions about them.



Spoiler: Colors of clothing (click to show/hide)

Where to ask such questions at all to get an official answer, and not the thoughts of other fellow modders?

Upd. Thanks for answers and recommendations, I ask these and some other questions in FotF.

5
DF Suggestions / Layer system for the creature graphics - Simplification
« on: December 11, 2022, 08:38:50 am »
It is easy to see, that the main code size of graphics_creatures_layered.txt is occupied by code with repeated operators (tokens).
It is proposed to introduce the possibility to extend the token's power to [LAYER_GROUP], and not just to a single [LAYER:].
Probably, here also needing the sub-types of token [LAYER_GROUP] and [END_LAYER_GROUP].

For example, for now a code looks like:
Code: [Select]
[LAYER_GROUP]
[LAYER:LIGHT_FACE_F1:DWARF_BODY:0:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:1:4]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F2:DWARF_BODY:1:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:2:4]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F3:DWARF_BODY:2:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F4:DWARF_BODY:3:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:4:4]
[CONDITION_CASTE:FEMALE]

Suggested to:
Code: [Select]
[LAYER_GROUP]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F1:DWARF_BODY:0:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:1:4]
[LAYER:LIGHT_FACE_F2:DWARF_BODY:1:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:2:4]
[LAYER:LIGHT_FACE_F3:DWARF_BODY:2:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]
[LAYER:LIGHT_FACE_F4:DWARF_BODY:3:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:4:4]
[END_LAYER_GROUP]


6
Tilesets and Graphics / Re: Vordak`s Graphic Tileset - Reconstruction
« on: November 06, 2022, 07:02:48 pm »

Discussion is here - Reddit sub

7
Tilesets and Graphics / Re: Vordak`s Graphic Tileset - Reconstruction
« on: October 09, 2022, 04:33:11 pm »

More is here - Reddit page

Upd. In addition.
Spoiler: {Art} "Two Kins" (click to show/hide)

8
Tilesets and Graphics / Re: Vordak`s Graphic Tileset - Reconstruction
« on: April 01, 2022, 05:45:58 am »

More detail on Reddit

9
Tilesets and Graphics / Re: Vordak`s 32x Graphic Tileset v1.1.2
« on: October 28, 2021, 12:39:18 pm »
1) Are you planning to build upon existing tileset or do it completely from scratch?

2) Your recent pictures are very nice but it is hard not to notice that these goblins looks like men in costumes (wrestlers possibly :) ).
I assume that is due to reusing generic parts of the body on different base. Is modularity the catch phrase of incoming tileset?

1) From zero, with an eye to the graphic possibilities of Steam DF and only for Steam DF.
Completely standalone custom tileset by my hand with own tiles.

2) Goblins looks like men....don't know what you talk about. Any humanoid with couple legs and hands always looks like a human. See pic.
I try to use some kind of the modular principle, but I don't hold on to it straight.
The only thing that really unites my humanoids is the position of their hands, so it allows to use the same weapon tiles.
I would say, even so, what you take for a kind of modularity is just the result of drawing tiles by one person, who trying to keep tiles in one projection - there is no unique feature here.


Here also a picture that I have already posted on Reddit - outdated design of dwarven armor.


10
Tilesets and Graphics / Re: Vordak`s 32x Graphic Tileset v1.1.2
« on: August 29, 2021, 03:42:36 am »

More details at the Reddit link.

11
I will just put this pic here without any further comments by my side.
Spoiler: Picture (click to show/hide)

12
Tilesets and Graphics / Re: Vordak`s 32x Graphic Tileset v1.1.2
« on: August 11, 2021, 08:46:34 am »
Spoiler: New drawing paradigm (click to show/hide)

13
Meph mentioned he would be mountaineering and significantly offline this Summer in the context of a DF community thing he wanted to be involved with but couldn't be.

Can we get same kind information, but about Mike Mayday?

14
Quote
Reddit message about wagons
The wagon cargo are four sprites for 25%, 50%, 75% and 100% capacity. They don't reflect the actual content of the wagon. It's mostly to distinguish empty from full wagons and to see how far the traders are with unloading.

How many sprites needed to cover all directions of movement?
With an empty wagon obviously one sprite (3x3 or 3x4) is enough.
There is certainly a suspicion that the wagon rotates, but the cargo does not, but it does not look very good.

Below is a picture with a template, could you fill it out - for one capacity type?


P.S. The obvious suggestion-advice: for nice oblique look of the any moving machine needed three direction sprites - up, down, right (left is mirrored right.)

15
DF Suggestions / Graphics: Quick in-game tile reloading
« on: April 04, 2021, 10:30:06 am »
It would be nice to have a special command for quick in-game memory reloading for tiles/sprites (and, maybe, .txt graphic files). Something like a special button in the game menu.

This would seriously rise up the speed of drawing and editing for the tiles in custom tilesets.
Multiple re-entering to the game for editing a couple of pixels - sometimes, it is the real challenge for the mind health.

I have no idea about - does DFHack have a similar command or not.

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