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Messages - RantingRodent

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436
DF Modding / Re: New Tile/Graphics set with fully redone matgloss tiles
« on: January 13, 2009, 11:54:50 pm »
Wow, this looks really cool. Does it have any human civilians? I know a lot of graphics sets don't and even if it doesn't I'm sure ill use this.

Just to be clear, my answer was a no.  Sphr never did the human civvies.  I'll see if I can find the time to get them in there myself.  It's been a long time since Sphr's last update so I've decided to try to pick up where he left off.

437
DF Modding / Re: New Tile/Graphics set with fully redone matgloss tiles
« on: January 13, 2009, 09:19:26 pm »
I'm glad you like it.  My general philosophy is to increase the amount of information the game provides you visually, wherever I can.   I'll be uploading it to DFFD in the next few days, which should resolve any download speed issues some people are having.  My web host should be pretty fast (they're one of the best), but a little redundancy never hurt anyone.

I'm using a modified version of Sphr's graphics set (actually I started based on his WIP set, so if anyone knows of any issues there please let me know).  I haven't expanded the races yet, although I am working on making his gobbos grey in order to fit canon.  I made graphics for the birds only to discover that vermin don't have graphics support yet.

The only new original graphics I've added are a real sprite for the Longnose Gar and Carp (the horror), also I replaced the Tiger sprite with my own.  All of the big cats looked basically identical, and I am trying to replace each one with at least a slightly different pose.  Based on that Tiger I also converted the Tiger Men.

I also changed all animal graphics so that living animals face left and undead animals face right.  It was too hard to distinguish living from zombies in a lot of cases.  I added a little up arrow icon to the giant versions of the big cats.  That's not really a detail you want to be unaware of, in my opinion.


Funny story, I based the Carp sprite off of Silver Carp based on the fact that I found an article saying they are dangerous to fisherman.  Apparently, the 70-80 lb fish are known to leap out of the water when spooked by engine noise.  They jump high enough that they can nail a fisherman standing on the boat.  Seems DF emulates reality better than we thought.

438
After looking through all of the available set, being the picky bugger that I am, I decided to Frankenstein together my own mix, as well as add some new tiles to the mix.

As an addition, I rejigged all of the stone, soil, ore, and gem tiles so that you can tell what you are looking at a lot more easily without having to check with 'k'.  I think I've put together one of the more graphically rich sets out there right now and I'd appreciate any feedback that you guys have.

This is designed to be played with accented characters removed.  As long as the game continues to use characters as graphics, I don't think it can afford the luxury of fluff like accented characters.  Not at the expense of other aspects.

Here is a summary of what each of the ore tiles means

"Special Ores" encompasses Bituminous Coal, Lignite (Fuels) and Bauxite (Magma-Safe)

Enjoy!

Mod only: http://dffd.wimbli.com/file.php?id=794
Bundled with 40d: http://dffd.wimbli.com/file.php?id=1684

439
DF Modding / Re: tileset vs graphics or better yet: both
« on: January 10, 2009, 01:02:32 am »
You don't reference the graphics set from init,  you still point that at the font you want to use  (the tileset).  The graphics are all included based on the text files in the graphics folder.

440
DF Modding / Re: Graphics for birds
« on: January 05, 2009, 08:50:05 pm »
Sure, be my guest.  I can upload the Tiger and Tigerman tonight if you like.

441
DF Modding / Re: Graphics for birds
« on: January 05, 2009, 08:54:31 am »
Really?  Strange, it works when I go there.  Bloody web host.

Alright, I'll try embedding it in an html page, then.  http://www.andrewtraviss.com/df/

If you need other sprites for the complete mod, I've been working on a few.  I redid the Tiger and created a Tigerman based on the updated one.  Didn't like that all of the big cats looked basically identical.  I have plans to redo either the Leopard or Cheetah as well, just to differentiate them.

442
DF Modding / Re: Graphics for birds
« on: January 05, 2009, 07:51:19 am »
I guess you're right, the tileset page doesn't mark them as something that can be replaced with graphics.  I'll have to sit on these until Toady expands the graphics set capabilities.  I won't bother to start working on sprites for the other vermin either, in that case.

Deon:  Sure.  I used the bird sprite from Earthbound as a starting point.  I'm designing my sprites to work alongside Sphr's and Bane18's graphics.  I could probably whip up a dozen more bird species in no time, if you could use a hand with it.  These only took me about 40 mins between them, mostly spent finding good reference images.

http://www.andrewtraviss.com/df/birds.bmp

I'll have to enable hotlinking for this folder at some point, I suppose.

443
DF Modding / Graphics for birds
« on: January 04, 2009, 05:00:37 pm »
I've created some graphics for the birds and I can't seem to get the game to use them instead of the character tiles.  When I see a bird in-game, I see the character tile with colour applied, rather than my graphic.  Are vermin hardwired to use tiles rather than graphics?

Here's the graphics definition file I've created.  The file name is graphics_creature_birds.txt

Code: [Select]
graphics_creature_birds

[OBJECT:GRAPHICS]

[TILE_PAGE:BIRDS]
[FILE:creature/birds.bmp]
[TILE_DIM:16:16]
[PAGE_DIM:1:6]

[CREATURE_GRAPHICS:BIRD_BLUEJAY]
[DEFAULT:BIRDS:0:0:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_CARDINAL]
[DEFAULT:BIRDS:0:1:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_GRACKLE]
[DEFAULT:BIRDS:0:2:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_ORIOLE]
[DEFAULT:BIRDS:0:3:AS_IS:DEFAULT]

[CREATURE_GRAPHICS:BIRD_RW_BLACKBIRD]
[DEFAULT:BIRDS:0:4:AS_IS:DEFAULT]



444
DF Suggestions / Re: Invading adventurers
« on: December 30, 2008, 08:27:06 pm »
I think it would make a lot more sense if adventurers would come to your town to stay the night and maybe trade as well.  Allow a bedroom, meeting room and dining room to be designated as "Inn", and set about making your fortress a home away from home for wanderers and adventurers?  I think that would be fun.   Until a bar fight broke out in a room full of champions anyway, then it would be "fun".

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