Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 11

Author Topic: Vordak`s Graphic Tileset - Reconstruction  (Read 152760 times)

Vordak

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.5.1
« Reply #60 on: January 24, 2018, 05:30:50 pm »

Will we also see elfes, goblins and humans drawn in this fassion? :D
I can not finish the dwarves, what kind of elves and others are there in such situations? If I start to draw them then there is no end of work. It is necessary to try very much that they would be very different from dwarves - new cloth patterns, hats, different exclusive weapons, another other color palette - I'm not ready for this kind of work.
P.S. Someone (can not remember who) already draws elves, more precisely their variation - high elves.
Logged

jecowa

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.5.1
« Reply #61 on: January 25, 2018, 12:55:00 am »

Drawing every profession is a large task. Maybe doing just a few of them would be less daunting. What tags/jobs for members of the other civilizations would be seen most by the player? Here's some guesses:


For the military, I'm not sure which weapons are used most by the various civilizations. Maybe they would all at least have a wrestler for unarmed attacks? Oh, I found the list of weapons they are able to use or something in entity_default.txt.

Elf weapons:
Spoiler: elf army (click to show/hide)

Kobold weapons:
Spoiler: kobold army (click to show/hide)

Humans weapons:
Spoiler: human army (click to show/hide)

Goblin weapons:
Spoiler: goblin army (click to show/hide)


Kobolds are simpler and might not need as many tags as the others. These are the only tags included for Kobolds in Phoebus and its sister Obsidian:
Spoiler: Sphr Kobold tags (click to show/hide)
Logged

Vordak

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.5.1
« Reply #62 on: January 25, 2018, 03:03:10 am »

With military units there are no special problems. The stumbling block is a peaceful professions.
But as I said - now I am improving dwarves, later I'll finish their dark\evil variation. And only after all this it will be possible to speak about others races.
Logged

Vordak

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #63 on: February 10, 2018, 12:03:33 pm »

RELEASE 0.6.0

The height of dwarf reduced by 1 pixel and redraw dwarves with more detailing.

Spoiler: Dwarves 0.6.0-x2 (click to show/hide)
Spoiler: Dwarves 0.6.0-x1 (click to show/hide)

Download link - v0.6.0

How to install:
1) Install Meph Tileset V2.3.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Compatibility for Meph Tileset - 32x graphic pack with TWBT - v2.3
or Meph Tileset Launcher + Utilities - v2.3.

Below you can see the difference between tiles of Meph set v2.3 (left pic.) and Vordak set v0.6.0 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)

Upd. Сhanged the sprites of sand and barren floors, sand walls, see example below. Version number of the set has remained the same - just re-download.
Spoiler (click to show/hide)
« Last Edit: February 11, 2018, 12:50:00 pm by Vordak »
Logged

Nefarian

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #64 on: February 11, 2018, 03:34:08 am »

Hey Vordak, great work as always :)

I wanted to ask if it's there is a way to use the fortress/royal guard for the militia units instead of the normal ones, afaik you never see the fortress and royal guard units if you're playing fortress mode and imo it's a bit sad that you never get to see them, especially considering how cool they look.
Logged

Vordak

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #65 on: February 11, 2018, 04:10:15 am »

I wanted to ask if it's there is a way to use the fortress/royal guard for the militia units instead of the normal ones, afaik you never see the fortress and royal guard units if you're playing fortress mode and imo it's a bit sad that you never get to see them, especially considering how cool they look.

Go to raw\graphics\graphics_Vordak_dwarves.txt and replace next lines LAW_ENFORCE\TAX_ESCORT to DEFAULT:


Spoiler: replace to royal guard (click to show/hide)


In lines 28 and 29 do not need to change anything - priority is given to the code that goes below. By analogy, you can replace Militia with others (mercenary, scouts and beast hunters).

p.s. Do not forget do it also in your save file.
p.s.2. Added to the examples of replacement and for officers.
« Last Edit: February 11, 2018, 04:25:00 am by Vordak »
Logged

Nefarian

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #66 on: February 12, 2018, 01:58:38 pm »

Thanks Vordak, it worked. Now my fortress is a lot more colorful with the Royal Guards going around!
Logged

jecowa

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #67 on: February 12, 2018, 09:16:09 pm »

I'm curious about the different backgrounds for vermin in your version and Meph's version of Meph_32x32.png. Meph's vermin backgrounds are completely opaque while yours are a bit transparent. Are there advantages and disadvantages to both of these?
Logged

BionicMeatloaf

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #68 on: February 13, 2018, 03:55:13 am »

once you have all of your other goals knocked out of the way, do you think you'll be making sprites unique to female dwarves? Or does the way that the game handle sprites make that difficult to display correctly? Or does it simply just add too much workload to an already daunting task?
Logged

jecowa

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #69 on: February 13, 2018, 07:48:09 am »

Different sprite for different genders isn't really supported. The only way to do it involves a hacky mod to the game. And even then it would only allow 2 sprites to be used for them (a male sprite and a female sprite). You would need to sacrifice having job-specific sprites to have gender-specific sprites.

The best way to make the sprites match better with both the males and females is to change a line in /raw/objects/creature_standard.txt. Search for "To add beards, put brackets around the following". The add a "[" and "]" character to the next line to give female dwarves their beards back. Beards are a source of pride for every dwarf; it's only right that they have them too.
Logged

Vordak

  • Bay Watcher
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #70 on: February 13, 2018, 12:57:07 pm »

About vermins:
As I know sprites of vermins do not support transparency - which leads to a black background - so made this interim solution. Gray opaque background stands out strongly from the general picture.

About female dwarves:
If the game had the ability to make graphics according to gender, then I would be able to draw some sprites, by one sprite on the type of profession. But first need to determine if they have a beard or not)) - in general, while will not draw.

About other goals:
See post №2 in this thread.
Logged

Pvt. Pirate

  • Bay Watcher
  • Dabbling Linux User
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #71 on: February 13, 2018, 01:29:57 pm »

Dwarven Women do have beards. They'd not be Dorfs if they had no beards. but then how would one discriminate males and females?
Logged
"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #72 on: February 13, 2018, 02:39:28 pm »

once you have all of your other goals knocked out of the way, do you think you'll be making sprites unique to female dwarves? Or does the way that the game handle sprites make that difficult to display correctly? Or does it simply just add too much workload to an already daunting task?
It's currently not possible to add sprites for different castes/genders.
Logged
::: ☼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 :::

Pvt. Pirate

  • Bay Watcher
  • Dabbling Linux User
    • View Profile
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #73 on: February 13, 2018, 04:33:27 pm »

once you have all of your other goals knocked out of the way, do you think you'll be making sprites unique to female dwarves? Or does the way that the game handle sprites make that difficult to display correctly? Or does it simply just add too much workload to an already daunting task?
It's currently not possible to add sprites for different castes/genders.
is it on toady's plan?
Logged
"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Vordak`s 32x Dwarf Tileset v0.6.0
« Reply #74 on: February 13, 2018, 05:23:33 pm »

No.
Logged
::: ☼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 :::
Pages: 1 ... 3 4 [5] 6 7 ... 11