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Messages - HaterSkater

Pages: [1] 2 3 ... 12
1
Tilesets and Graphics / Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
« on: February 10, 2016, 07:45:37 am »
Hey, should the TWBT version of this tileset still work with the new 42.XX versions of TWBT?
Umm. I don't know yet, didn't knew that TWBT was updated. So maybe yes maybe no, i'll check it myself later.

I thought I'd post a nice 18x18 version of Duerer SG that I'm using on a larger monitor.
Looks nice. It's sad that i have a lot of work and can't make manually resized 18x18 version myself. At this time, at least.

2
Tilesets and Graphics / Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
« on: December 06, 2015, 07:13:50 pm »
Fix!

Duerer Classic for 42.02

Recreated Classic tileset archive with raw and init files taken from new version. Now simple drag-n-drop installation will not delete new d_init parameters that were added with 42.xx release.

3
Tilesets and Graphics / Re: Duerer 15x15 v.0.6.A [40.19/40.24]
« on: December 03, 2015, 02:10:31 pm »
Oh, new DF finally
I'll update everything to new version in a few days

4
Tilesets and Graphics / Re: New 32 px tileset in the making
« on: July 22, 2015, 04:41:12 pm »
Wasn't here for months, working.
Did i miss something, or mifki implemented world map overrides?
Nice tileset, btw

upd: oh wait, and transparent render too?

5
Tilesets and Graphics / Re: Duerer 15x15 v.0.6.A [40.19]
« on: April 22, 2015, 08:48:45 am »
Has anyone tried using this for 40.24?
Sorry, i'm kinda busy to update it myself. Added link to fricy' repository in OP

6
Hi CowThing!

I really like the walls in Tergel. But there is one thing that puts me off. When they are engraved, all the magenta/transparent bits become bright grey and the walls look ugly like that. I've been trying various Tile Magic methods to get the walls to look the same when engraved except for some very light dithering within the actual wall texture but I haven't been successful at all.

Is there any way to achieve this?

You might want to look how it's done in grim fortress (that recent version with ironhand-style walls, so you may take old ironhand too). About a month ago i examined it in photoshop and was a bit surprised about it. Wall tiles, you have described, are based there on a good combination of grey background and transparency

7
However, I can't seem to make the following work. They aren't replaced at all, and simply continue to use the default. Any tips on what I may be doing wrong?

[OVERRIDE:230:I:CROWN:CROWN::3:92]            #CROWN
[OVERRIDE:45:I:SCEPTER:SCEPTER::3:108]         #SCEPTER
[OVERRIDE:398:I:BOULDER:BOULDER::3:32]        #BOULDER

Also does anyone have a savegame of a mature fort?

boulder is a tiletype. It's a native boulder found on map, not an item you receive after digging a wall. So you should use 'T' instead of 'I'.
never mind, i was wrong
Plus what it that tile number 398 means? maximum number available is 255 ;)
proper map-boulder will be [OVERRIDE:236:T:StoneBoulder:3:32]
proper piece-of-stone will be [OVERRIDE:7:I:BOULDER:BOULDER::3:32]

Don't know what is wrong with sceptre and crown, usually reason of override not working is a typo :)

Added: wild guess: try to type ":0:", instead of "::" in the "subtype" section

Added2: plus, if you beginning from scratch, you don't need to override crown, since it's the only thing that uses tile 230

8
And some questions, I'm having trouble figuring out what Tile Types (df/tiletype.h) refer to. Is there anywhere where they are explained more in detail? For example what do the following tiles refer to?

FeatureBoulder, TreeCapFloor1, FrozenRamp, GrassDarkFloor1, Grass2StairD, SemiMoltenRock, TreeRootSloping, Waterfall, SoilWetFloor2, StoneWallWorn1

Additionally, water tiles don't seem to be listed, as well as several other things like smoke, sea foam, and levers Am I also correct in assuming that RiverE, RiverN, etc. and BrookE, BrookN, etc. refer to map tiles? Where are the map tiles defined, as well? Can they be overridden or do they still need to be merged with the main tileset? I'm referring to tiles like Moon, Highwood forest, Necromancer's tower, Elven forest retreat, Shrines, Hills, etc.

1. All "Feature" tiles refers to adamantine, afaik
2. Don't know
3. Don't know
4. dark floor is simply a grass tile with dark colour
5. soil stair covered with grass. don't remember what "2" here stands for, maybe it's subtype, like in grass example
6. it's semimolten rock :)
7. tree root sloping refers to tree tile type, you can set in d_init
8. Don't know
9. second tile for wet soil floor
10. don't know

BTW, with dfhack you can hover mouse over tiles to see their ID in lower right corner. It will help you a lot

There is no way to override world map, and, surprisingly, RiverN and other tiles like this are to be found in rivers on embark. Embark on a river and use this mouse-hover trick on river tiles, so you will see, that their IDs are different

I don't know about foam, levers, etc. but you may solve this again with mouse-hover

9
So does this mean that, e.g. if I change the graphic for one tile in the ore smelter, another workshop which also use that tile will also be changed, therefore making it impossible to create fully unique buildings? :(
I'll take mason workshop as example. It uses tile 177 (or 176, i can't recall) three times.
That means you can make override
[OVERRIDE:177:B:WORKSHOP_MASON:Workshop::<your tileset>:<your tile>:<new foreground>:<new background>*]
that will switch any tile #177 found in mason workshop (only in mason workshop! so you can use other overrides for other shops) to <your_tile>

But, unfortunately, you can not switch any of three #177 to three different tiles. For building overrides, you are allowed to change tile based on ID/type of building and tile number, but not on tile position

* As mifki said, you may skip these two, if you don't want to change colour. He made it this way for backward-compability

10
You are a pixel-magician. They look fantastic. They do have a lot of color though, did you test them ingame? If the game applies "dark grey" for steel over your already dark grey armor, it might be hard to see.

Thanks. :) The colors are the "ideal" target look, and they will certainly still need to be adjusted before getting them ingame (along with transparencies and backgrounds). And nope, haven't tested anything yet.

I still don't understand how the overrides actually will work, but I'll come to that when I have all the graphics done. I think mifki implemented color overrides as well.

Speaking of TWBT, have you had much luck with your experiments? I'm curious about the building sets in particular. Are fully unique tiles for each building possible or do they still share tiles? I'm wondering how I should tackle things like siege engines or workshops. Not to mention tree leaves and how they differ for different species (pine vs. palm vs. mahogany, for example).

But yeah, one thing at a time. As I've said before, I really am not very good at the coding part.

Since you asking for TWBT info, here is what i know so far:
1. Current version of plugin allows you to have unique tiles for every building, but same tiles in same building will share same tile number if overridden
fricy already described it well

2. Tile numbers that become free to use after addition of TWBT support (for vanilla raws):
0, 18, 23, (24, 25, 26, 27 - good to use as ballista arrowhead, since other DFHack plugin actually uses them on map), 28, 29, 41, 56, 57, 81, 86, 113, 117, 121, 122, 129, 130, 131, 132, 133, 134, 136, 138, 139, 140, 141, 144, 151, 160, 161, 163, 166, 171, 226, 244, 245, 252, 255

3. Speaking about trees: If you want completely unique branches/twigs/etc. – assign them to default wall tiles and use overrides (considering, you are out of free tiles). Behaviour of leaves is quite strange. By default, leaves on tree use tile taken from d_init.txt (TREE_BRANCHES), but if you go to tree raws, you'll find [GROWTH:LEAVES] sections, containing line like [GROWTH_PRINT:0:6:2:0:0:ALL:1] (this taken from plant_new_trees/ABACA), where green numbers control colour (as usual), orange number controls tile of this particular growth taken as item (and i don't know how "take leaves as item" works), and red one controls it's tile while on a tree. Default value is 0, so game itself overrides it to TREE_BRANCHES tile from d_init (and that's quite unusual behaviour), but you are free to set any number you like.
Added: same works with flowers/fruits, with only difference is that usually they have tile different from 0

11
Hi all again. Sorry for the silence. First off, thank you very much to the guys who updated the set for the newer builds. I couldn't do so myself because I'm currently concentrating on an entirely different kind of update. A new set made specifically for TWBT. It's 32x32 for the graphics (though 16x16 for the main tileset still), so I have to entirely remake everything. I'll still aim for that medieval look though. Hope I can pull it off.

Here's a preview of the upgraded peasant dorf:


Oh and if I recall correctly, the only raws I changed (not counting the Phoebus raws), are the plants, grasses, and aquifer files. Not sure though, it's been so long.

Cool
PTW

12
Tilesets and Graphics / Re: Problem with my own tileset
« on: December 25, 2014, 09:32:29 pm »
there is three options:

save it as .bmp
or
make background transparent (preferred)
or
set color mode to Index (not RGB)

13
Mifki, I have been away for a bit, but someone just told me that you found a solution for the "no ttf with twbt" problem, by using print-mode:twbt and allowed smaller text that way. No ttf, but thats not needed if you get small text anyway.

Awesome! Thank you for that addition. :)

I think, that actual point of using ttf may be kinda different, cuz it allows you to use ttf font, that may not be monospaced, as tilesets are. If DF had better support of TTF (and even TWBT+TTF combo) before, i've decided to make normal font file, or choose existing, instead of making text tileset.
Not asking for it now, though, since i'm happy with the font i've finally developed

14
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: December 17, 2014, 05:28:21 pm »

15
Oh sorry I forgot to mention I haven't tried that in the newest version. So maybe it has been fixed. Last time I saw that I'm still playing 0.40.13

Now I can confirm the problem is still there.

How to reproduct it:

1) Override the bridge tiles (in my case, I use the same tile)
2) Build a raising bridge and raise it
3) Make sure there's a wall in the way where you are going to scroll the screen, for example:
Code: [Select]
..........
.wwwwwww..
..........
...ggg....
..........
..........
w = wall
g = bridge

If you press down arrow to scroll you screen, it will look like this:

Code: [Select]
..........
.wwwwwww..
..........
...gwg....
..........
..........

If you press up arrow to scroll you screen, it will look like this:

Code: [Select]
..........
.wwwgwww..
..........
...ggg....
..........
..........


Using > and < has similar effect if there are walls on different z-level.

Yes, it was described before.
Plugin currently can't catch tile changes during scrolling or jumping between levels, if two different items/buildings/tiletypes found on same position on game screen natively share same tile with same colour (foreground and background)
It works this way, so you need to be careful. For example, avoid overriding area tiles, like floor, or grass

UPD:
I thought I've fixed an issue like this, but probably I didn't check/notice it specifically with bridges, I'll check.

wait, wait, wait, mifki you really solved it?!

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