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Messages - CLA

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1
Regarding the grass:
Honestly it looks great. you don't notice it's tiling (i.e. it doesn't repeat in an unpleasing way), you can still recognize the underlying tile structure, and fits very very well with your art style - I think not just with a specific tileset of yours but your art style in general. As you say, you hit a good compromise between the two versions from before. So you definitely have a winner there.
Except, well, it doesn't look like grass; it looks like leaves. Have you considered using it for that instead?

Regarding the walls/floors, the first thing that comes to my mind is that the full-wall tiling patterns look very good. The 15 degree rotated square pattern from an earlier post (in the gif, not sure which one that is) and the last one you posted especially look very nice. Have you considered using that as floor tiles? maybe inverted to increase the contrast between walls/floors. Just as an experiment, because full-wall tiling is reasonably rare in the game and it would be a shame to see these so rarely.
The diagonal floor tiles themselves also look good now. In the enlarged view they look a bit disjointed, but at original zoom level that makes them reveal the tile layout nicely. I'd say it makes a simple and elegant impression. Constructed walls still look great. Engravings make the distinction between floors and walls less clear. I feel like a lot of what makes the non-engraved walls/floors look really good gets lost in the engraved state. It's not an easy problem though.

Looking back at the floors here, the engraved ones looked like they would look nice with the simple diagonal ones you have here. That is, leave the engraved floors as they were there and use the non-engraved ones from your new post.
I'm still not liking the previous "crenelated"-looking engraved walls, though. What if you take the constructed walls as engraved and instead simplify them to get to the constructed walls? For example, remove the middle line frome the non-engraved walls? I'm not sure if I described that well enough, so for reference here's a mockup on how that would look. two versions of non engraved walls. I think I prefer the bottom. I tried to do something similar once, but with 18x18 it didn't work out.


Quote from: Taffer
My vision for the upcoming graphics support is "ASCII with benefits".
Right. I think ASCII-like tilesets can benefit a lot from the improved graphics support. Even if it's just separating text (punctuation, X, ...) from the rest of the tileset. There's a lot on my todo list that I can't wait to try.

2
Utilities and 3rd Party Applications / Re: DF Color Configurator
« on: March 08, 2020, 04:55:26 pm »
Very useful!
It would be even better to see all possible combinations (i.e. foreground in one color on backgrounds in all other colors for all colors) at once in a matrix to spot contrast problems and fine tune them. A split view of the top pallet view could also be nice where you could lock in one variant and compare it to a tweak you want to make.

3
I think B is easiert to maintain, spot errors or missing sprites, and add/edit content.
As for Meph's example (modifying a general characteristic on all undead), that issue can be alleviated with an appropriate setup in the photoshop source files. For his example, you could set up a partially masked adjustment layer that gives the undead sprites its hue and when you want to change it, you batch process all files with the custom action "open, move hue of layer XY +100, save, close". The point being that with the proper setup and automation the number of files is irrelevant for the workload.
 Of course not every action can be solved that easily, but more complex things need manual intervention anyway, and opening multiple files isn't exactly a difficult or tedious process.

Conversely, you could also construct examples that make it difficult to process the creatures with the other option. Say, you want to edit all 'bird' sprites (undead bird, adult bird, child bird, etc), you have to modify multiple files with option A instead.

4
Tilesets and Graphics / Re: [0.47.xx]v26 CLA Graphic Set
« on: March 04, 2020, 02:29:12 pm »
Are you overwriting raw/objects/item_tool.txt?
I assume you updated like this:

-install new version in new folder
-copy over old save file
-overwrite raws in save file with raw files from new version

Here's a direct link for convenience:
https://github.com/DFgraphics/CLA/blob/master/raw/objects/item_tool.txt

Make sure the file in your save folder contains the last two entries (altar and dice)

5
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: March 02, 2020, 04:11:39 pm »
Anyway I don't know where the failing is here primarily...maybe PeridexisErrant, maybe DFHack.  I should probably ask in one of those threads instead, I thought it might be a graphic pack-related thing at first though.  But I just think this would tend to be a pretty visible thing since it's completely default Lazy Newb Pack behavior for anyone who downloads it as of right now.

And I know Phoebus isn't active, that's why I said hey Pheobus peoples.  :P  Hey Phoebus maintainers, I suppose.
Oh sorry, I misread that.

Yeah, no idea. looks like it should work. You mighrated your save right? Maybe you were overwriting a file you shouldn't have or the new version is expecting a different folder/file structure. Try doing a clean install in a new folder without migrating your save. Start a new fort and try building a coffin and some stairs. That should allow you eliminate the save migration as cause.

6
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: March 02, 2020, 03:18:06 pm »
The problem is that unless you use dfhack/TWBT, the up/down staircase, the letter 'X', Bins, and the cursor all must share the same graphic -- it's hardcoded. So, the ugly X is a compromise.

7
Tilesets and Graphics / Re: Lonesome Tileset [ASCII, Square, 20x20]
« on: March 02, 2020, 03:15:25 pm »
I really like the mood in Lonesome too ;)

8
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: March 02, 2020, 03:12:22 pm »
The upper screenshot appears to have TWBT enabled, a dfhack utility that adds a lot of graphical features. If you install the new version via the LNP, it should install it automatically, I think.
Phoebus isn't active anymore, by the way. The tileset is maintained mostly by Jecowa. Releases are here:

https://github.com/DFgraphics/Phoebus

9
Tilesets and Graphics / Re: Tileset comparison
« on: February 26, 2020, 04:34:27 am »
It would be nice to see a scene where you can see smoothed and engraved walls too, since these are often very different from tileset to tileset and in some cases the defining feature.

10
Tilesets and Graphics / Re: Dwarf Fortress graphics repositories
« on: February 24, 2020, 04:46:02 am »
I see, thanks. So, back to the original question then: the proposed change looks good.

11
Tilesets and Graphics / Re: Dwarf Fortress graphics repositories
« on: February 23, 2020, 03:49:34 pm »
I don't understand the question about LNP-like Utilities? Are there alternatives to PyLNP?
I thought so. Isn't there one for Mac, one for Linux, the original LNP, etc? I'm probably wrong though, I never used these packs.

Those packs are in non-TWBT form until the TWBT parts of those packs are moved into the main parts.
So users will still have to move the other 4 folder contents, even if onLoad.init is placed by the maintainer?

12
Tilesets and Graphics / Re: Dwarf Fortress graphics repositories
« on: February 23, 2020, 05:53:30 am »
I don't know anything about TWBT and PyLNP. What's the difference? As far as I understand, the file needs to be in the /raw/ folder to work correctly, and if it's not there, users have to move it manually. Is that correct?
What about other LNP-like utilities? Do they all work the same?

13
Tilesets and Graphics / Re: [0.47.xx]v26 CLA Graphic Set
« on: February 22, 2020, 09:28:10 am »
Yeah, I know -- it's a very old issue. I don't find it too annoying personally and having a tileset which replaces the punctuation with opaque tiles, I find it more appealing with TTF enabled. I'll keep it enabled because it's easy to disable for people that prefer it and because it will hopefully be obsolete after the graphics rewrite anyway and we'll be able to have a dedicated tileset just for text. Thanks for the info anyway!

14
Tilesets and Graphics / Re: Lonesome Tileset [ASCII, Square, 20x20]
« on: February 15, 2020, 05:56:02 am »
This tileset is great, any chance for an update to 47?
It's just an ASCII tileset - no raw changes, no nothing. It works forever with any new version.

15
Tilesets and Graphics / Re: [0.47.xx]v26 CLA Graphic Set
« on: February 10, 2020, 04:26:58 pm »
https://github.com/DFgraphics/
Go to the repo you need and click on "releases" in the bar close to the top. "source code.zip" is the file you're looking for.

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