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Author Topic: Mayday's tileset compilation - in the hands of community heroes  (Read 223772 times)

HellishINC

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #150 on: January 01, 2016, 05:11:06 pm »

Any chance we could get the updated elf included?

Spoiler (click to show/hide)
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Habbadax

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #151 on: January 01, 2016, 10:17:52 pm »

Wow, I managed to completely miss that one

Should be implemented now, gonna find time to add the beastmen tiles either sometime tonight or tomorrow

As always, lemme know if I broke things horribly
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HellishINC

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #152 on: January 01, 2016, 10:48:02 pm »

Thanks for your work! You too TallCastle. You guys rock.
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Mendo

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #153 on: January 02, 2016, 11:59:41 pm »

The version that comes with 42.03 LNP has black background to all the terrain blocks, instead of the colorful ones like in previous versions. Is there a way to fix this?
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Habbadax

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #154 on: January 03, 2016, 06:48:51 pm »

The version that comes with 42.03 LNP has black background to all the terrain blocks, instead of the colorful ones like in previous versions. Is there a way to fix this?

I dunno if the LNP still has the highlighted version of the tiles included, but if it does, find the init.txt in DorfFolder/data/init, tileset lines should be using mayday-no-highlight.png, just change those to mayday.png and you should be good

Alternately, there's an up to date version of Mayday here, though if the LNP is still on 42.03 I'm not sure how well it'd work with it
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Mendo

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #155 on: January 03, 2016, 10:51:01 pm »

The version that comes with 42.03 LNP has black background to all the terrain blocks, instead of the colorful ones like in previous versions. Is there a way to fix this?

I dunno if the LNP still has the highlighted version of the tiles included, but if it does, find the init.txt in DorfFolder/data/init, tileset lines should be using mayday-no-highlight.png, just change those to mayday.png and you should be good
That worked. Thank you!
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Tallcastle

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #156 on: January 04, 2016, 11:45:10 am »

Here you go.  Some extended animal people for use.  this should act as an adequate replacement for most of the "birds.png" files currently included (as most of the images in them are already included at the bottom of this one)
This File includes an intermediate setup of "Toad Men" and 6 variations of "Bird Men". I have also put a great deal of effort on ensuring everything is sized and positioned in its own 16x16 box.  This should make this file usable out the gate.
Spoiler (click to show/hide)
Each animal man type includes the following images from left to right
Spoiler (click to show/hide)
Well... im off to craft some more. don't hesitate to comment, let me know what you think.
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Skilled Pixel Artist(Link)
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Habbadax

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #157 on: January 04, 2016, 09:57:41 pm »

I think I'm gonna have to build and change up a lot more raws than I originally anticipated

Fantastic work, though. You got any particular type of bird people in mind for each of those numbers?
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Tallcastle

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #158 on: January 04, 2016, 10:29:17 pm »

Supposed to be Blue Jay, Cardinal, Crane, two kinds of parrot, and crow.  choices made due to these birds primary color rather than a specific kind of bird.  Hopefully they can stand in for the majority of the bird people out there, though i may go back and do one for Owl people and ones with the primary colors pink, orange, and brown.
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Habbadax

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #159 on: January 04, 2016, 10:42:45 pm »

Alright, got it. Thanks a ton

One other question I had been meaning to ask, I've been finishing up the beastman raws, but



This guy has had me stumped, the current raws I'm working on are using this tile for cave fish men, did I get that one right or was your intention for something else?

EDIT

Probably gonna take quite a bit longer to implement the first beastmen tiles than I originally anticipated, there seems to be a conflict somewhere in the raws I'm working on and the raws already in the original pack. I'm afraid the best I can offer is my deepest apologies to those expecting them.
« Last Edit: January 05, 2016, 12:39:48 am by Habbadax »
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Tallcastle

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #160 on: January 05, 2016, 07:54:24 am »

Its an Olm Man. 

Think this is a cave fish man.


and no worries,  :) if it takes time than it takes time.  Im grateful either way.
« Last Edit: January 05, 2016, 07:59:08 am by Tallcastle »
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Tallcastle

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #161 on: January 06, 2016, 01:24:00 am »

don't spend too much time remapping the old images ... i plan to change some things after a bit.  I'm still working out the best way to set these pages up, evolving as i go.
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Skilled Pixel Artist(Link)
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Habbadax

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #162 on: January 06, 2016, 04:29:01 pm »

Right, I think I've managed to resolve the raw conflict for subterranean beastmen without breaking either set

Time to start working through the above-ground types

Found here, as per the usual

Edited:

Got the toad men and various birdmen mostly done, mostly it's just a matter of pairing bird people with the tiles there, shouldn't take too horribly long from here
« Last Edit: January 07, 2016, 03:47:51 am by Habbadax »
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fricy

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #163 on: January 08, 2016, 01:44:19 pm »

Right, I think I've managed to resolve the raw conflict for subterranean beastmen without breaking either set
@Habbadax & Tallcastle
Thx for both of your work, I added these changes to the github repo I maintain for the LNPs.
Habbadax, am I correct in assuming that the raw/graphics/BackupMayday and the /MOD THAT MAYDAY are temporary working directories that don't do anything? I cleaned them up for now, and everything seems to work correctly this way, just making sure...

Habbadax

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Re: Mayday's tileset compilation - in the hands of community heroes
« Reply #164 on: January 08, 2016, 04:26:25 pm »

Right, I think I've managed to resolve the raw conflict for subterranean beastmen without breaking either set
@Habbadax & Tallcastle
Thx for both of your work, I added these changes to the github repo I maintain for the LNPs.
Habbadax, am I correct in assuming that the raw/graphics/BackupMayday and the /MOD THAT MAYDAY are temporary working directories that don't do anything? I cleaned them up for now, and everything seems to work correctly this way, just making sure...

You're correct, yeah. I keep forgetting to remove them
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