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Messages - RantingRodent

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256
DF Modding / Re: RantingRodent's Graphical Overhaul
« on: December 12, 2009, 01:29:57 am »
I had the same thought about the chair - it didn't really look right in most places actually.

I still need to sort out the materials that have invisible doors, and I just noticed yesterday that Rock Crystal is using the wrong tile. I might be able to pack something up tonight if all goes well.

257
DF Modding / Re: RantingRodent's Graphical Overhaul
« on: December 11, 2009, 12:44:09 pm »
No opinions on the font changes? I'd think this is an area where people would be a little more opinionated.

I'm redoing the water tiles from scratch to be more similar to the original one tilde, two tilde design, since Toady did the flow animations with that kind of look in mind. Results are good so far.

258
DF Modding / Re: RantingRodent's Graphical Overhaul
« on: December 10, 2009, 09:07:51 pm »
That'll be tough to pull off, since hippos are quite large to begin with, but I can give it a shot. I want to get the next release pushed out first, though.

On an unrelated note, I just tried my pack with the Natural 2 colour scheme from the wiki and I think it works a lot better than the default scheme. The more washed out tones help combat the jumbled feeling that graphics packs sometimes create.

259
There have been a few complaints about various tiles in the font itself, and a few things that bothered me. I'm working on those now.

Item #1: It's difficult to identify whether a lever is on or off. I have modified the lever sprites slightly


Item #2: Readability.

I was able to improve one tile that was bothering me quite a bit in stock and trading screens. I inverted the colours on the top face of the coffin so that zeroes would not be rendered in negative space all the time.


I also modified the clothing sprites a little bit so that they don't look like they have ears. For as long as I've looked at these, they still distract me every time I look at them. Too much going on. New sprites are in the bottom row:


Item #3: Chairs. I've always hated how the chairs I originally picked fit with the rest of the set. They are in a different perspective than all the other furniture, and they don't work well in the other places the chair sprite is used (in the ballista, for example). So I scratch sprited my own chair.


Item #4: Pile of bones in the ballista. I put the generic creature corpse in the wrong place. I've moved it and replaced the tile that should be in this position.

260
DF General Discussion / Re: What's your favorite tileset?
« on: December 09, 2009, 09:22:04 pm »
Pretty obvious which one I use when I play.

261
Finally got around to taking a shot at the goblin royal guards. The one on the right is the base champion sprite, and the other two are the two options for recruits. Please let me know which of these two you prefer.



Existing goblin military, for comparison:


262
I'm posting this in all the relevant/active Modding threads.  There's a good chance that the next version's graphics system will allow you to use separate graphics for males and females, and any other creature castes:

Quote from: Footkerchief
Have caste selectors been added to the creature graphics system?

I thought they were, but maybe that was just raw positions.  I've made a note.

Thanks, I had forgotten whether or not this was confirmed. So much more work, but the end result should be good.

263
Yes. Show them not zoomed in.

I'll admit that I hate it when people post sprites at natural sizes. My screen resolution is high enough that I can't really make anything out, so I just blow everything up before posting without much of a thought. I should really just get used to Google Chrome's zoom feature.

At 1:1 size:

264
Some more work on the Gnomes today. Got the baby and child done.  C+C?


265
This is what is happening to me, i read the read me but it doesnt work.  i tried both ini files.

Try my fix at the end of the last page.

266
If anyone could post some screencaps of my set being used with a larger fortress I'd appreciate it. Not playing DF myself means I don't really get to see the fruits of my labour.

Particularly if you have catapults and ballistae. I just saw them in a screenshot somewhere and one of the tiles was really wrong. I'd like to fix that if possible.

267
Spotted your problem - I think I messed up the instructions

Spoiler (click to show/hide)

268
Can you please copy the contents of your data/init.txt into a spoiler tag so I can take a peek at it?

I'm glad everyone seems to like the change. I'll try to pack up an update soon, even if I'm not done what I planned to finish before then.

Any thoughts on the Quartermaster specifically?

269
Yep, blowgunners.

270
Let's sweeten the deal just a bit more.

Dwarf Quartermaster  (first draft):

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