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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

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Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 871773 times)

jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2730 on: April 24, 2021, 09:00:37 pm »

Gem Colors, part 1

There's 127 gems in the game. 83 of them are edited with customized colors in this tileset.

An interesting thing about all the gem edits is that they were also given customized background colors. I don't believe the background colors are currently used for anything in the tileset, but Meph may have had plans to add highlights to the gems using the background color. There may be evidence of this with Bloodstone being customized to use a green foreground color with a red background color.
  • Morion is set to 119 Charcoal - makes sense (grey in vanilla and maybe black in real life)
  • Schorl is set to 196 Silver - seems kind of bright (grey in vanilla and maybe black in real life). The background color is set to 119 Charcoal, which would make more sense. Maybe these two got flipped? I'll change it from 196:119 to 119:196.
  • Lace Agate is set to 196 Silver - probably an error (blue in vanilla and in maybe in real life). 197 Skyblue is only 1 higher, and probably the intended. Even though the background color is also above 140, it looks like it is probably correct.
  • Blue Jade is 112 Brown - probably an error (blue in vanilla and in real life). Guessing 118 Cerulean was intended and got confused with 12 and 18 both being multiples of 6.
  • Lapis Lazuli is 100 Amber - Probably flipped with the background color 109 Blue. Amber might make sense for the highlight of Lapis Lazuli with its pyrite bits. So changing to 109:100.
  • Prase is 160 Light Brown - (green in vanilla) Probably flipped with background 199 Spring Green. The Light Brown probably represents the Nickel component or something.
  • Prase Opal is 142:150 Emerald:Green - (green in vanilla and real life). These colors both make sense.
  • Bloodstone is 194:187 Sea Green:Red - (green in vanilla and green with red stripes in real life). These colors make sense.
  • Moss Agate is 199:142 Spring Green:Emerald. This is maybe kind of bright for Moss Agate, maybe it should be flipped to 142:199 so the Emerald is the main color.
  • Variscite is 162:120 Lime:Chartreuse. This seems good.
  • Chrysoprase is 112:120 Brown:Chartreuse. These should probably be flipped to 120:112.
  • Chrysocolla is 150:209 Green:Turquoise. Probably flip is to 209:150 so Turquoise is the main color.
  • Sard is 204:116 Purple Taupe:Cardinal. Flipping it to 116:204.
  • Carnelian is 112:215 Brown:out-of-range. I'm going to change 215 to 210 Vermilion then flip forground and background for 210:112
  • Banded Agate is 112:170 Brown:Ochre. That's good.
  • Sardonyx is 172:116 Orange:Cardinal. This is good.
  • Cherry Opal is 117:116 Carmine:Cardinal. This is good.
  • Lavender Jade is 150:216 Green:out-of-range. (purple in vanilla and real life). I'm going to change to 152:156 Heliotrope:Lavender
  • Pink Jade is 183:136 Puce:Dark Pink. This looks good.
  • Tube Agate is 111:165 Bronze:Mauve. This seems fine.
  • Fire Agate is 192:163 Saffron:Mahogany. This seems good.
  • Plume Agate is 170:184 Ochre:Pumpkin. The seems good.
  • Brown Jasper is 112:122 Brown:Cinnamon. Seems fine.
  • Picture Jasper is 114:191 Burnt Sienna:Ruse. That's probably good.
  • Smoky Quartz is 174:113 Pale Brown:Buff. That's probably good.
  • Amber Opal is 199:187 Spring Green:Red. Green highlights make sense. Maybe use 100:199 Amber:Spring Green.
  • Gold Opal is 106:146 Azure:Gold. I'm going to make it 146:147 Gold:Golden Yellow
  • Citrine is 112:147 Brown:Golden Yellow. I'm going to flip it to 147:112.
  • Yellow Jasper is 172:147 Orange:Golden Yellow. That's good.
  • Tigereye is 160:170 Light Brown:Ochre. That's good.
  • Tiger Iron is 160:163 Light Brown:Mahogany. That's probably good.
  • Sunstone is 122:210 Chocolate:Vermilion. (yellow in vanilla and anything from red to green and anything in between in real life). I'm going to flip it to 210:122
  • Pyrite is 194:146 Sea Green:Gold. I'm going to flip it to 146:194.
  • Clear Tourmaline is 144:159 Flax:Light Blue (white/grey in vanilla). Seems good as anything to represent clear.
  • Gray Chalcedony is 149:196 Gray:Silver (white/gray in vanilla). Seems good.
  • Dendritic Agate 196:212 Silver:White. Looks good.
  • Bone Opal 154:135 Ivory:Dark Peach. Looks good.
  • White Chalcedony 178:154 Pearl:Ivory. Looks good.
  • Fortification Agate 122:213 Brown:Turquoise. white in vanilla, but brown/turquiose seems to match real life better.
  • Milk Quartz 144:154 Flax:Ivory. I'm going to flip this to 154:144.
  • Moonstone 178:118 Pearl:Cerulean. (white in vanilla, orange, yellow, green, blue, gray, or white in real life). This is good.
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2731 on: April 25, 2021, 12:51:18 pm »

just wow, thanks!
Are you only checking the numbers in the color tag or also checking the state_color tag? it seems that state_color and color are not matching but the game seems to choose state_color over the color setting...
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2732 on: April 25, 2021, 01:14:20 pm »

I'm looking for any color tags with 3 digit values.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2733 on: April 25, 2021, 02:25:32 pm »

A more foolproof way of fixing this in the long run would be to either only use -top.png files with a nice premade color in photoshop; or to revert everything back to vanilla DF colors, without using the easily breakable TWBT setup.

That being said, it warms my heart seeing people working on and improving this :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Taom

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2734 on: May 07, 2021, 04:55:41 am »

Hey Meph, Novaris!
With 1.5 version package launch getting series of of path errors:
"hack\plugins\original"
and "hack\plugins\twbt" later



People have same issues according to comments on dffd.
Any ideas?  ::)
« Last Edit: May 07, 2021, 04:58:56 am by Taom »
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2735 on: May 07, 2021, 12:04:07 pm »

I thought I fixed that. You get that message because the launcher expects a twbt.dll in a subfolder called "original" in the plugins of dfhack. If its not there, you get this error.
The fix is to create a folder called "original" in the dfhack/plugin path and just copy the twbt.dll in there.

EDIT: Fixed, V1.6 removed the issue
« Last Edit: May 07, 2021, 12:13:29 pm by Novaris »
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Taom

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2736 on: May 07, 2021, 12:52:20 pm »

Confirmed, that solves the issue.
Great, thank you!
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hedgerow

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2737 on: June 06, 2021, 02:28:08 pm »

The animations really set it apart.  I used this tileset for a long time, and I can tell you the carpets make the difference.

Kinda sad; I don't think tile-based animations will ever be a thing.  Maybe if they track coordinates on events, huh?

I really don't know; the possibilities of Fun.

lucotto

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2738 on: June 16, 2021, 08:52:34 am »

Hi! First of all, thanks for your work, the tileset is amazing.
I have a couple questions: is there a way I can zoom out without having the game to become "blurry"?
Also, is it normale some sprites (like some dwarfs or animals) are on a black background instead of "merging" with the actual background?
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2739 on: June 16, 2021, 09:50:03 am »

Hi! First of all, thanks for your work, the tileset is amazing.
I have a couple questions: is there a way I can zoom out without having the game to become "blurry"?
Also, is it normale some sprites (like some dwarfs or animals) are on a black background instead of "merging" with the actual background?
Both of those are limitations of the dfhack plugin TWBT. Only way to fix it is to wait for future SteamDF releases, where I can make a tileset without TWBT.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

lucotto

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2740 on: June 16, 2021, 12:34:13 pm »

Both of those are limitations of the dfhack plugin TWBT. Only way to fix it is to wait for future SteamDF releases, where I can make a tileset without TWBT.
Uh, I see. I can't wait to play the steam game then 😄 keep up the good work
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DeedsOfFlesh

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2741 on: July 22, 2021, 12:00:46 pm »

Hello, meph! This is off topic i think and really sorry if this is against the rules or something, even the tilesets creator doesn't know why this is happening, but i downloaded Vettling 32x32 tileset (prepackaged) and installed the aeramore expansion to it. Everything is working fine i can create a world and play, all of the sprites are working except my dwarves are shown as the letter D and not what the mod advertises. The Aeramore expansion only affects the objects folder from raws and I don't really know why, can u help me out maybe? Again really sorry if this is not allowed
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2742 on: July 22, 2021, 12:47:56 pm »

Can you share details on how you merged the mods together? just installing Vettling's and then copying the aeramore over it? or did you merge conflicting files?

I quickly mashed it together and all I can say is that the gfx work essentially out of the box:


I think however I found the problem: the mod defines ALL CIVS to be playable in fort mode, so its not guaranteed that you get dwarves when starting a fortress (search for SITE_CONTROLLABLE and ALL_MAIN_POPS_CONTROLLABLE in the entities files). So I guess what happened is you just didnt get a dwarven fort.
You can simply check this by starting arena mode and create a dwarven creature, it should show the correct tiles. Then simply erase the two tags from all entities but MOUNTAIN to ensure you play as dwarves. I started a fort then and indeed the tiles were no dwarves but some sort of human creature instead confirming my suspicion.
« Last Edit: July 22, 2021, 01:22:11 pm by Novaris »
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DeedsOfFlesh

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2743 on: July 22, 2021, 03:02:26 pm »

Yes, i just installed vettling and put aeramods files inside

And you're saying that i didn\t select a dwarven civilisation from embark? ill test this right now yeah.................... yep, yep, you are correct and i\m feeling extermely stupid right now :D thank you very much, man!

Can u possibly give me a guide on how to add sprites for creatures maybe, i really wanna contribute somewhere or do something atleast! My little brother is a programmer so u dont really have to go too deep in the details, i'll i guess just be adding stuff in for the missing aera mod creature sprites.... But anyway I was rushing the *test* of my dwarf forterss and completely imssed the cfact that i could've been playing a difrent civ, thank you!
« Last Edit: July 22, 2021, 03:11:28 pm by DeedsOfFlesh »
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Schmaven

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2744 on: October 05, 2021, 08:13:02 pm »

I changed now (in my personal version, not the official one)
SAND_TAN to 200,
SAND_YELLOW to 144,
SAND_WHITE to 178,
SAND_BLACK to 201 and
SAND_RED to 191
and it looks brilliant :) many thanks for your color table!

Where were you able to change the color values? 

For a couple versions at least, my yellow sand has been more magenta than yellow.  I normally don't embark in areas with sand, so it didn't really bother me that much until I had a patch of it right at the main entry of a recent embark:
Spoiler: yellow sand (click to show/hide)

I tried changing the SAND_YELLOW values from the inorganic_stone_soil.txt file from the LNP>graphics>Meph>raw>objects directory from
Code: [Select]
[INORGANIC:SAND_YELLOW]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:yellow sand][DISPLAY_COLOR:145:7:0]158:7:0[TILE:141]
[SOIL][AQUIFER][SOIL_SAND]
[SOLID_DENSITY:1710] SCS = 90/5/5
to
[STATE_NAME_ADJ:ALL_SOLID:yellow sand][DISPLAY_COLOR:204:185:0]158:7:0[TILE:141]
and also
[STATE_NAME_ADJ:ALL_SOLID:yellow sand][DISPLAY_COLOR:204:185:0]204:185:0[TILE:141]

And it remained unchanged even after generating a new world.
Spoiler: fresh yellow sand (click to show/hide)

I'm probably just too tired right now, but I looked through the LNP files a few times and didn't see much else I could tweak for how yellow sand is displayed.  (My regular sand is more of a lime green, so I'd like to potentially adjust other colors too)

I was looking through the descriptor_color file, and the color codes in question there appear to be accurate when I plugged a few into paint.
« Last Edit: October 05, 2021, 08:25:15 pm by Schmaven »
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