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Messages - CLA

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286
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 06, 2014, 11:36:34 am »
Looks like your trial and error is paying off slowly. The trunks look pretty good.

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I wanted a creature graphic ready to go if a certain profession or similar replacement profession was thrown back in the game (philosopher, arsenal dwarf, dungeon master, etc). Also, if Toady implemented a way to once again provide profession concurrently with the undead state as he did previously, I wanted those graphics ready to go as well.
Right, right. Same reason I made creature graphics for vermin and included them in the creature list. I'll definitely include a note about deprecated professions and that train of thought on the graphic set page.

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So, I don't know the current profession list versus the outdated, since my reference is everything that is and was. For instance, I clearly went overkill when creating the elves with more professions than they actually have (thankfully nothing breaks if you have something that doesn't exist).
Yeah, I've been thinking, for a possible template, I would include every profession for every civ and all creatures, including vermin. Especially for creatures, that makes it easier to sort them in columns with child, -men and giant below the standard adult.

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I believe entity_default.txt does list all possible graphics with odd inconsistencies; it's not clear which syntax name you should be using in the graphics_mygraphics.txt. For example, while a princess or queen for the elf civ is named such in the game it is actually a GENERAL and LEADER respectively in the raws. Yet, the queen for the dwarf civ is under MONARCH alongside the king. To confuse matters further, I am positive [QUEEN:MYDWARVES:1:12:AS_IS:DEFAULT] works and [BARON_CONSORT:MYDWARVES:3:12:AS_IS:DEFAULT] works, but I am not sure if [KING_CONSORT:MYDWARVES:1:12:AS_IS:DEFAULT] or if [BARONESS:MYDWARVES:1:12:AS_IS:DEFAULT] works. Maybe they both do?
I see. I will include a notes column on the entity token table for quirks like the elven terminology and a verify tag for the others.
What about the hierarchy of the entity tokens mentioned in graphics_example.txt? Is that complete? The first one, I assume is a placeholder for all positions (monarch, baron, leader, etc), and in the absence of that, it uses FORCED_ADMINISTRATOR, HIGH_PRIEST, PRIEST, SLAVE, PRISONER, in that order. Anything you think is missing from there?

I think for now I'll just list all entity tokens; and add a note that some entries might not work, but you can always assign them to graphics anyway. If it doesn't work, it's not like DF crashes. What would be a good channel to ask Toady about it? Email? FotF question? Though I wouldn't be surprised if he doesn't remember either. "[...], he he he."
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Also, I am not sure if all the listed professions in the entity_default.txt are truly used in the game. Is there a way to spawn a specific profession in the Object Testing Arena, you know, to test it? Heh.
Not that I know of.
There's Raw Explorer, but that only shows creatures. I figure you could request display of child, animated, etc, as well as professions. Though I suspect it would just read the raws and graphic folder, with no knowledge of how it works, given that it displays graphics for vermin as well. Testing that kind of thing is really a pain in the ass.
EDIT:
You might be able to write something for DFhack. TWBT already allows you to reload the tileset with a command already.

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Perhaps [the photoshop sections] could have it's own section much like a third party utility might have it's own page or just a link to a forum thread/website/whatever with the tutorial outside the wiki?
Yeah, I thought about it in the beginning and had ideas to just tell people to google for general tutorials.
In the end I went for the step by step guide since I had it written out already (had to wait 2 hours for something a few days ago and was bored...). And I got some good feedback now.
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the graphics_example.txt profession tokens are incomplete.
Ah, great that you mention it. from a quick glance over the raws, the professions seem to be missing the medical jobs and a few others recently added. I updated the wiki. Anything I missed? Entity tokens are incomplete, too, but I knew that. Is the entity_default.txt raw file a complete list for both? Are all positions under the LAND_HOLDER section relevant for graphics? Do they apply to all Civs, or only Dwarves? The other Civs don't seem to have entries regarding those positions.
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To prevent this post from sounding overly critical [...]
Please, don't worry; Criticism and feedback were the biggest reason I made this thread in the first place. Criticism is always welcome. Don't feel obligated to make your post sound more neutral by adding compliments. Thanks for the kind words, anyway.

289
Life is probably more of just a categorical simple thing for most of the simulation like: none, then simple chemotrophes (which fix carbon that matters geologically), then photosynthesizing (which starts affecting oxygen levels), then eukaryotic (which starts making shells and limestones and things), then land life (which will contribute to erosion or lack thereof, global temperature, and fossil fuels, etc.).  That sort of level of detail.
Yeah, that's what I had in mind. I don't think it's necessary to model individual species. It's enough to have data like "this tile currently produces that much oxygen; reduces erosion by that much; leaves that much lime, and that much coal"


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I am led to believe that dfhack (from asking their IRC channel) can pretty much already just change any tile, possibly even just using a modified existing tiletypes script. So after embark, you sould be able to read from a geological world file and just replace tiles one by one, with fairly minimal porting code, until the whole map is an equally sized section from the 3rd party app.
It seems to me creating the world like Perfect World does would be a good starting point, only using dfhack for things that can't be saved in "world files".

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I noticed that the instructions are very specific to Photoshop.  They should probably be more general; Currently a lot of the space is taken use by listing specific menus. You assume non-Photoshop users are familiar with their software enough to figure these out, but not the Photoshop users.  It seems like the opposite would be true, that someone who spent over $100 on their art software is more likely to be someone who uses it frequently that someone using free software, like GrpahicsGale, GIMP, or Paint.net.

The instructions should probably focus on the Dwarf Fortress Parts of tile creation, rather than the more general art technique parts and how to use your software.  Right now, the section is rather bloated with general Photoshop tips, which is also where a lot of those best practices would fall under.  Focusing on the Dwarf Fortress parts will simplify the article while focusing on the parts someone would be checking a Dwarf Fortress website for.

Good points, thanks. I'll see if I can rewrite it some time next week.

I added a creature table to the graphic set page. By now, the Graphic set page is fairly complete. It could use better formatting in some cases, there undoubtedly still are errors/mistakes, and I still want to see some templates, but overall, this should do for Graphic set documentation.

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Thanks for the clarification, burned.

I finished the first version of the tutorial and I think it's a bit too complicated, long winded, and/or could use some better formatting.

http://dwarffortresswiki.org/index.php/User_talk:CLA#Editing_a_tileset

Right now, I'm thinking it's better to make the tutorial simpler by taking out the non-destructive parts. I.e. instead of copy part of layer, mask original, draw on new layer; just: erase icon, draw new icon, save.

The whole thing about layers, masks, organization, etc would then go in a new section called "good practices" or whatever right below. After that, the advanced stuff about tile magic.
What do you think? Any other comments on the tutorial?

Edit: added table with texture and profession tokens to the graphic set page. Which Civ uses which professions is still missing If anyone knows about it, please add it. Creature table isn't done yet either.

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I believe that any game is much more fun, stimulating, and satisfying when the player's skills lead to success more so than the character's skills.
I think there needs to be some abstraction (some player skills just don't translate well into specific games - physical traits), and I think ideally there should be some way to choose which "skills" you want to tackle as a player, and which you want your character to have (for example the difference between adventurer mode's shift+Attacking and just moving into someone); but I generally agree and It's always really frustrating for me if a game doesn't recognize player skill/knowledge due to whatever limitations.

Just curious, what are your qualifications? Geology background?
Do you plan to integrate procedural creature generation (read: evolution simulation) or keep track of necessary data structures?
I'd figure you'd need information for natural borders, how they change over time (splitting/merging plates, emerging mountains, islands, seas), and their properties (temperature, precipitation, drainage, etc); On the other hand, creatures in turn would influence the geological process to some degree: Erosion and climate stability depending on vegetation (and plant damage from large populations) coral reefs, limestone, coal and chert sediments. Not to mention finding index fossils! That would be awesome.
Though I'm not sure how much you have to abstract away for something like that to work reasonably.
In either case, these are probably features you can think about once you have a more or less functioning simulator.

Another question, how will you integrate this with DF? Just output it as regular world?

Anyway, I'm really looking forward to seeing this progress.

293
Right, I originally thought it should be the last DEFAULT as well. The only reason I knew it was reversed was because of geoduck who says he got it from Phoebus' txt files.

Does that apply to GHOST (i.e. it's a "profession"), or to all creature texture tokens? Looking at my own graphic set, they're all set to the first DEFAULT, except GHOST, which I put on the first and second. Fuck me if I remember why.

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Hrm. I am intimidated by the idea of editing the wiki, but I'll give the note a shot (below). Perhaps someone with more knowledge than myself could explain it better.

Prior to the SDL version of 40d you had to worry about everything mentioned on the custom grid page, which lead to things like the Dwarf Fortress Custom Grid Calculator. The custom grid information is still relevant if you use the legacy version of DF, but in 40d19 "The grid size [was] autogenerated on startup; such init.txt settings [were] ignored " if you left them at 0,0.

In other words, x and y at zero will calculate the numbers for you.

Ahhhh, that grid. If you don't edit the wiki in the end, don't worry, I'll write something down.

@Dirst
Great, thanks.

294
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 04, 2014, 02:05:33 am »
P.S. I hope people don't mind about these posts. If so, i'll stop spamming this thread. And, i don't know if that thread is in the right place, maybe it should somewhere else?
Nah, it's cool. It's your thread, and you post for updates and feedback. Although you could try to edit your last post instead of double posting if the new post doesn't warrant being separate.

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#[OVERRIDE:172:T:TreeBranchesSmooth:2:?] # DON'T KNOW WHAT THAT IS YET
Elves use those in their forest retreats. Basically a smooth, flat, magic wooden floor.
By the way, why do you use TWBT for the trees? Neither want to use the same tiles for walls and rivers and don't have enough tiles left on the tileset?

295
Thank you, burned!

ANIMATED replaced SKELETON and ZOMBIE, yes. The GHOST token is used in the same way as ANIMATED (e.g. [GHOST:MYDWARVES:12:0:AS_IS:DEFAULT]).
Wait, the first DEFAULT is used for that? I thought the one at the end is the one. [DEFAULT:MYDWARVES:12:0:AS_IS:GHOST] is what I expected.



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These are the tokens that are used outside of the professions.
Great, thanks for that link. I will add the table to the graphic set page when I get to it.

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This has a list of the animals you can train for hunting/war.
So this part

Code: [Select]
       [TRAINED_HUNTER:MYANIMALS:4:0:AS_IS:DEFAULT] ← TRAINED_HUNTER profession only works with animals that have the [TRAINABLE] tag.
       [TRAINED_WAR:MYANIMALS:5:0:AS_IS:DEFAULT] ← TRAINED_WAR profession only works with animals that have the [TRAINABLE] tag.
is correct, right?

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if your grid init settings reflect 0 for both X and Y (default)
Could you elaborate on that? Or better yet, add it yourself under notes.

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So the Graphic set and Graphics pages now exist!

There's still a lot missing (see the updated OP and my user talk page) though, and even in the existing syntax I didn't cover everything.
Some things I'm not sure about in the syntax:

  • What's the current status with ZOMBIE, SKELETON and ANIMATED? Only ANIMATED still exists, right? How does ghost work again? Like a profession?
  • In [DEFAULT:MYDWARVES:0:0:AS_IS:DEFAULT] and [STANDARD:MYDWARVES:1:0:AS_IS:DEFAULT], What does DEFAULT and STANDARD stand for? I assume of them is for professions that don't have a graphic assigned, but which one? And what about the other?
  • For the state, are there valid values other than DEFAULT, ANIMATED and ADVENTURER?
  • Are TRAINED_HUNTER and TRAINED_WAR still existing separately and are they only used by DOG? If not, which tags in the raw decide which graphics can be used? From what I can see, only [TRAINABLE] is in the raws.


Generally, I assume there are still some errors in the pages, and I'd appreciate if someone could verify the factual accuracy as well as correct any spelling errors and awkward wording.

I'm working on a basic photoshop tutorial right now;in the meantime, if anyone wants to help, the graphic set page would benefit from 2 tables:
One with professions (list should be in graphics_example.txt)
One with creatures and the name they have in the raws. I suggest to use a different background color for creatures that have a non-standard name in the raws (such as missing underscores or birds without BIRD_ prefix) to draw attention to them as possible sources of mistakes.


Eventually, it would be nice to have premade template text files that contain skeleton entries for all creatures where you only have to insert the coordinates. This would ideally include correctly named .png files in the correct dimensions with a debug layer that displays the coordinates. You'd only have to make a new layer, draw your creatures and export the png with the debug layer invisible.

Question is, how would one group the creatures? Civs are trivial, but what about animals? By biome? Separate file for giant and -men variants or put it together with the creatures?
If anyone wants to tackle that, please go ahead.

297
Tilesets and Graphics / Re: Tileset Editors?
« on: October 02, 2014, 03:44:57 pm »
Adobe used to offer a student license for Photoshop. Try if your university offers that. <- Misread your second sentence.
GIMP is more than good enough, (there's also Krita although I haven't used it myself).
But really, any bitmap editor that has layers and masks, supports png with alpha transparency and has basic tools such as pen, eraser, and selection tool is absolutely sufficient.
Apart from MSpaint, I can't think of a single program that wouldn't be good enough.

298
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 02, 2014, 09:16:31 am »
Make they greyer instead of pure white to tone down the intensity a bit.

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It is fairly widely agreed in the coding world that crashing is a superior outcome to mysterious and unexpected behavior. Crashing makes you go find the answer and download a new init file and have the game work. Hardcoded defaults drive you crazy and maybe kill your fort when you weren't expecting things constantly, etc. And possibly ALSO crash the game halfway through when some old, forgotten preset Toady used way back when is now invalid.
Very good point and I'm having a hard time finding a reason to disagree with you here.
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I have to admit I still don't understand the logic of why that is desirable...
Really, at first, it was just a thought to make version migration (seemingly) easier for, well, me as a graphic set maintainer.
Then I thought about how some other programs handle user settings (global config files in program directory and user settings in OS specific user directories), and just went from there.

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There are better options than either, though. The best would probably be a big prominent error message that fills up the screen when a corrupt or missing init is found, with a helpful permalink to the download page and a description of what went wrong and that you need a new init file. Or maybe even if tells you what couple of lines were in error.
Yeah, more verbose error messages would of course be welcome.

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Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: September 30, 2014, 11:36:44 am »
pound
You mean pond? The small lake? Or the british pound symbol?
I assume you mean the water.
You could try making the water tiles smaller (as in, give it a black border), but that would look odd on fields and sand. Otherwise, there's no real way around it.
Maybe you could request separate graphics for submerged ramps in the TWBT thread and give those a blue background.

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