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Author Topic: ☼«☼Vettlingr's Tileset☼»☼ 32x 1.6-1 - OUTLINED Edition. Updated 3/7-22  (Read 267843 times)

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #120 on: September 28, 2019, 01:53:51 pm »

I think you don't know about "show-twbt-override", which is a dfhack command that gives you the exact TWBT code for the tile you are looking at. Adamatine is indeed neither mineral nor stone wall. It might help. :)

Mac and Win TWBT shouldn't have any differences between overrides/materials.

Only FUNGIWOOD, etc should work, no need to tell it it has to be a plant_mat. I only used ::::PEAR for my test as well. No need for the empty : at the end either.

Does everything work now?

Btw, in future the walls will be directional, even the natural rock walls, so the layout for sprites might be more like this: https://i.imgur.com/VGYeaSr.png

show-twbt-override, does not seem to work in my DFhack. it says its not a valid command. Help!

Trunks, thick branches, Walls, Items, leaves and others work as I want it to with TWBT, its only Natural walls and twigs that seems to not recognize my material tokens. I have no idea why it doesn't work for me while it works for you, divine intervention i guess?

Meph

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #121 on: September 28, 2019, 02:34:37 pm »

Custom script, you can copy it over from my set. ;)

Once you update your pack and I can have a look at the files, I can probably figure out your natural walls.
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #122 on: September 29, 2019, 09:59:11 am »

Custom script, you can copy it over from my set. ;)

Once you update your pack and I can have a look at the files, I can probably figure out your natural walls.
I finally got it to work.

This seems to be the correct syntax:

[TILESET:Geology.png:Geology.png:_10]

[OVERRIDE:170:T:MineralWall:_10:0::::HEMATITE::]
[OVERRIDE:170:T:MineralWall:_10:1::::MAGNETITE::]
[OVERRIDE:170:T:MineralWall:_10:2::::LIMONITE::]
[OVERRIDE:157:T:MineralWall:_10:16::::MALACHITE::]
[OVERRIDE:157:T:MineralWall:_10:17::::TETRAHEDRITE::]
[OVERRIDE:157:T:MineralWall:_10:18::::NATIVE_COPPER::]

Two : at the end made all the difference

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #123 on: September 29, 2019, 01:14:24 pm »

Okay. I finally finally figured it out!

For Real this time.

These are valid lines
[OVERRIDE:170:T:MineralWall:_10:0::::INORGANIC:HEMATITE:]
[OVERRIDE:170:T:MineralWall:_10:1::::INORGANIC:MAGNETITE:]
[OVERRIDE:170:T:MineralWall:_10:2:::::INORGANIC:LIMONITE:]
[OVERRIDE:157:T:MineralWall:_10:16::::INORGANIC:MALACHITE:]
[OVERRIDE:157:T:MineralWall:_10:17::::INORGANIC:TETRAHEDRITE:]
[OVERRIDE:157:T:MineralWall:_10:18::::INORGANIC:NATIVE_COPPER:]

But they won't show up on their own, probably due to a bug in twbt.

Hence I apply the following:
[OVERRIDE:169:T:MineralWall:0:169]
[OVERRIDE:157:T:MineralWall:0:157]
[OVERRIDE:170:T:MineralWall:0:170]
[OVERRIDE:136:T:MineralWall:0:136]
[OVERRIDE:137:T:MineralWall:0:137]
[OVERRIDE:137:T:StoneWall:0:137]
[OVERRIDE:138:T:MineralWall:0:138]
[OVERRIDE:171:T:FeatureWall:0:171]
« Last Edit: September 29, 2019, 02:49:33 pm by vettlingr »
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Meph

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #124 on: September 29, 2019, 02:43:05 pm »

The extra : at the end do nothing.

A typo in your native copper line, you got :: after the INORGANIC.

As long as you do less than 256 unique materials (there are about that many, if you want a sprite for each inorganic, 113 of which are gems), you can use tile numbers instead of material type.
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #125 on: September 29, 2019, 03:28:18 pm »

The extra : at the end do nothing.

A typo in your native copper line, you got :: after the INORGANIC.

As long as you do less than 256 unique materials (there are about that many, if you want a sprite for each inorganic, 113 of which are gems), you can use tile numbers instead of material type.
I considered doing that, but the geology would turn out very weird in adventure mode. I think its better to use

[OVERRIDE:156:T:MineralWall:_10:0::::INORGANIC:ONYX] // specifies tile for onyx only
[OVERRIDE:156:T:MineralWall:_10:0::::INORGANIC:MORION] // specifies tile for morion only
[OVERRIDE:156:T:MineralWall:_10:0::::INORGANIC:SCHORL] // specifies tile for schorl only
[OVERRIDE:156:T:MineralWall:0:156] // null value override to make the above work.

Meph

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #126 on: September 29, 2019, 03:39:55 pm »

Why would it change in adv-mode?
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #127 on: September 29, 2019, 05:46:26 pm »

Why would it change in adv-mode?

TWBT is wonky in adv-mode, sometimes it refuses to redraw tiles, and anything shown in the z-level window up right is never redrawn.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Pvt. Pirate

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #128 on: September 30, 2019, 08:05:08 am »

Why would it change in adv-mode?

TWBT is wonky in adv-mode, sometimes it refuses to redraw tiles, and anything shown in the z-level window up right is never redrawn.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

common problem in twbt and one of the reasons why i don't play adv mode (at least not that often).
also it doesn't seem like it will be fixed anytime soon (if at all).
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #129 on: September 30, 2019, 11:52:06 am »

Why would it change in adv-mode?

TWBT is wonky in adv-mode, sometimes it refuses to redraw tiles, and anything shown in the z-level window up right is never redrawn.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

common problem in twbt and one of the reasons why i don't play adv mode (at least not that often).
also it doesn't seem like it will be fixed anytime soon (if at all).

Now if I used tiles 0-255 for all geology overrides, this would appear as a mismash of random tiles from the basic tileset. Better to always stay clear of that abomination if it can be avoided.

Pvt. Pirate

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #130 on: October 01, 2019, 06:33:59 am »

Why would it change in adv-mode?

TWBT is wonky in adv-mode, sometimes it refuses to redraw tiles, and anything shown in the z-level window up right is never redrawn.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

common problem in twbt and one of the reasons why i don't play adv mode (at least not that often).
also it doesn't seem like it will be fixed anytime soon (if at all).

Now if I used tiles 0-255 for all geology overrides, this would appear as a mismash of random tiles from the basic tileset. Better to always stay clear of that abomination if it can be avoided.
so you'd have to use their "vanilla" numbers but inside a new .png and that'd at least have them not appear as random items, but as vanilla rock/wall, floor, stairs etc?
that'd be awesome!
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Meph

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #131 on: October 01, 2019, 07:48:29 am »

I think he'll leave a base "inorganic" Sprite in the regular tileset (that adv-mode uses), while making fancier, unique sprites for fort made.

It's a good solution.
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #132 on: October 01, 2019, 08:15:40 am »

I think he'll leave a base "inorganic" Sprite in the regular tileset (that adv-mode uses), while making fancier, unique sprites for fort made.

It's a good solution.
Seems like it works for farmable plants as well.

Next I'd try vermin. are they simply ":CREATURE:WORM:"? for material tokens?

Meph

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #133 on: October 01, 2019, 08:18:56 am »

I don't think overrides work on vermin, except for remains. But please try and let me know. :)
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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 :::

Pvt. Pirate

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #134 on: October 01, 2019, 09:10:35 am »

yay >_SCIENCE>_  :D
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)
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