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Author Topic: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer  (Read 18057 times)

Chimerat

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Re: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer
« Reply #15 on: February 14, 2016, 06:33:03 pm »

No worries at all!  I have compiled 32-bit versions of the tools and updated the download links.  Please download them again and give them a try.  Let me know how it goes!
Good. It no longer crashes when I try to open it.
Still not sure if you can remove the "these tools work only for Windows 64-bit" bit or not. I need to have time to test the thing out more since I've yet to get it to sort any graphics sets.
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Quiet-Sun

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Re: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer
« Reply #16 on: February 14, 2016, 06:34:29 pm »

Good. It no longer crashes when I try to open it.
Still not sure if you can remove the "these tools work only for Windows 64-bit" bit or not. I need to have time to test the thing out more since I've yet to get it to sort any graphics sets.

Great!  Try to follow the tutorial and let me know if you can make them work.  I will update the OP after I hear from you.
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Chimerat

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Re: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer
« Reply #17 on: February 14, 2016, 07:50:18 pm »

Okay, it appears to be working?

I'm not 100% sure scaling is, but it certainly is producing the grid. :D

Is is suppsed to do creatures and objects/walls/ect, or just the creature? (It's making a lot of folders, so I'm not yet sure where everything might be stored.)
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Max™

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Re: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer
« Reply #18 on: February 14, 2016, 09:44:39 pm »

Oh good, gave me an existential crisis when you said Lanczos3, I was like "wait, I thought I wasn't supposed to use that when rescaling sets, oh god am I dumb" but then I caught the note about it being the fast/low quality trade-off. I usually just do linear or cubic depending on the style of the set and which preserves it best when I deSquare the tiles.
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burned

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Re: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer
« Reply #19 on: February 19, 2016, 05:04:46 pm »

FYI: GUARD and ROYALGUARD produce "Unrecognized Creature Texture Token" errors. I'm positive post 31.01 LAW_ENFORCE and TAX_ESCORT were the new replacement textures for GUARD and ROYALGUARD respectively.

Also, I'm not sure why I never tried master skill tiles for the ADVENTURER texture, but they do in fact work.
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Quiet-Sun

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Re: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer
« Reply #20 on: February 25, 2016, 08:43:59 pm »

FYI: GUARD and ROYALGUARD produce "Unrecognized Creature Texture Token" errors. I'm positive post 31.01 LAW_ENFORCE and TAX_ESCORT were the new replacement textures for GUARD and ROYALGUARD respectively.

Also, I'm not sure why I never tried master skill tiles for the ADVENTURER texture, but they do in fact work.

Thank you so much Burned!  As always!   I will update things next week!
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Max™

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Re: Quiet-Sun's Standard and Tools: Updater, Standardizer, Merger, and Resizer
« Reply #21 on: February 26, 2016, 06:27:44 am »

Oh yeah, I use the master skill to cue up tile switches for my adventurer all the time, never had the law enforce/guard stuff work as I expect though.
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Quiet-Sun

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Ok! Version 1.1 is now up!  Here are the changes:

- Windows 32-Bit binaries included.
- GUARD/ROYALGUARD changed to LAW_ENFORCE/TAX_ESCORT (Thank you Burned!).
- File structure changed to make standard sets compatible with Rubble (png files in the same place as the txt files. All names in small case).
- The updater now deals properly with magenta pixels giving the user the option to keep them that way, or create a transparency layer.
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CLA

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Unclear on some instructions:

I've run the updater on CLA 42.05 (directly from the DFgraphics repo), and it tells me one flat out wrong name (SQUID_MAN -> SQUID MAN) and as I understand it, the updated automatically updated that.
Next, it gives me the other two text files (name in raw not in set, name in set not in raw).
obsolete creatures is one: SCORPION_DESERT_GIANT, as expected
outdated graphic set issues are several, which are all that are changed.

So that's where I am now, about to run the standardizer.
Now, your tutorial has me confused:
Quote
These kind of issues will need to be fixed by hand.
Do I need to fix these manually, or will the standardizer produce correct output?


Edit: The standardizer throws an error (reference to non-existent field: 'snt') when you select the raw/object folder from a regular DF install instead of the ones in your folder.

Otherwise it all worked great (well, I didn't test it yet, but from a first glance at least). That saved me a lot of work!
Also, some feature requests:

-let me choose a directory for the template images
-output directories too
-print my choices in the command line output ("magenta: yes", "C:/Dwarf Fortress/DF 42.06/raw", etc)
-a plaintext config file that saves those choices
-put log files all in a separate folder (maybe put the template images there, too. basically, put all auxiliary files that aren't part of the tileset in one folder, so it's easy to delete once you don't need them anymore)
-add an empty text file called graphics_example.txt at the end. This will override the existing graphics_example.txt file which would show Toady's example dwarf graphics if left.
-give me a choice to keep empty tiles transparent/magenta instead of filling them with the black background/colored borders
-a choice to fill missing variants (animated, war animal, children, giant, etc) and professions (as two separate options!) with the graphic that's used for the DEFAULT creature state.

Especially the last two seem important to me. The others are mostly cosmetic.

« Last Edit: April 12, 2016, 04:18:35 pm by CLA »
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Chimerat

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Should this work with 0.43.03?
I finally have an office now that I've moved, so me and my art tablet are set to get to work. :)
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CLA

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No creature changes since this tool has last updated, so yes, it would still work.
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Chimerat

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No creature changes since this tool has last updated, so yes, it would still work.
Great. :D

My OS has also been updated to 64-bit since I last tried this, so hopefully it'll work better.
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jecowa

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Thanks Quiet-Sun and CLA for all the graphics templates. I'm using them to reorganize Mayday and make sure its graphics definition files (or whatever you call them) are correct.
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CLA

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Thanks Quiet-Sun and CLA for all the graphics templates. I'm using them to reorganize Mayday and make sure its graphics definition files (or whatever you call them) are correct.
Let me know if you find any mistakes!
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

jecowa

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Let me know if you find any mistakes!

I doesn't look like there's a template for the Ant_man. I think it should go into the person-subterranean file.
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