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Author Topic: Steam DF - Questions and discussion for tileset authors  (Read 65596 times)

jecowa

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #30 on: February 27, 2020, 09:29:11 am »

Are we going to be able to use creature graphics for Vermin? And will we be able to use creature graphics for deceased creature? What about obscured creatures in Adventure Mode?
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Mike Mayday

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #31 on: February 27, 2020, 12:02:28 pm »

As far as I can tell, the answer to all those questions is yes.
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<3

Vordak

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #32 on: March 08, 2020, 08:05:14 am »

Remembering how badly the dwarves looked in Stonesence with system of clothing modular system (like identically-look hobos), I have a questions.
Is it possible to add next options?

1) Option, when a modular system is only applicable to faces (beard-hair)?
Roughly speaking, in one file - I draw common pic with bodies for each profession, in second - pic with parts of modular faces.

2) Option with clothing and face modular system.
But the clothing modular system works as follows:
Each same clothing item will be look slightly different by profession.
Each type of profession (DEFAULT, WOODWORKER, STONEWORKER and other major profession tokens) will have its own images with clothing templates.

Other questions.

3) Is texture tokens (DEFAULT, ADVENTURER, LAW_ENFORCE, TAX_ESCORT) plans to fix?
Would like to be able to draw different military pattern by texture tokens.
Also wanted to able to create owns texture tokens to soldiers by adding somehow adding it to nobles in entity.txt - militia commander and captains will be have a little different look squads.

4) I don't understand - will there be an opportunity to draw graphic to different CASTE?

To prevent empty chatter - I'm only asking about adding features for custom tilesets, I don't suggest changing anything in the official tileset.
« Last Edit: March 08, 2020, 02:34:01 pm by Vordak »
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Meph

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #33 on: March 08, 2020, 08:10:04 am »

1,2,3: We have several ideas and need to wait till the coding is done and we can see them ingame to make a final decision.
4: Yes.
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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 :::

jecowa

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #34 on: March 22, 2020, 05:32:58 pm »

I'm excited about the 12 layers for dwarves. Making dwarf parts for assembly sounds fun.
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Meph

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #35 on: March 22, 2020, 05:45:18 pm »

We are at 14 now. Split legs into leg & foot, so that we can do individual shoes. Totally worth it for the 5-6 pixels.  :D 15 with the eye color.  ;)
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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: Steam DF - Questions and discussion for tileset authors
« Reply #36 on: March 22, 2020, 05:55:26 pm »

We are at 14 now. Split legs into leg & foot, so that we can do individual shoes. Totally worth it for the 5-6 pixels.  :D 15 with the eye color.  ;)
They show... lost limbs or?
Are those layers for body parts or clothing, im confused.

Meph

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #37 on: March 22, 2020, 06:04:42 pm »

For now they are to assemble more unique-looking civ members based on hair style, clothing, weapons and armor. We didn't count out missing limbs, but it's one of the optional features for later on to maybe work on. Obviously that's on Tarns end, not ours. But in theory it would be supported by the sprites we use. Closely related to bodyparts, because clothing goes to specific bodyparts. ;)

I have the file open in photoshop as I type this, so have a look:



We do have a set of equipped weapons and most clothing items, so right now my goal is to make a set per civ and give them a different style. Some character and visual help to keep civ-units apart.
« Last Edit: March 22, 2020, 06:06:24 pm by Meph »
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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 :::

ZayZe

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #38 on: March 22, 2020, 07:10:42 pm »

ugh im so excited
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Manveru Taurënér

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #39 on: March 22, 2020, 07:19:11 pm »

Niiiiiice! Question: I assume at first the art will just be randomly decorated for variety, but for some far future how feasible would it be to have the art linked to the items actual decoration, say a helmet decorated with horn or golden bands be shown as a horned helmet etc? (I could see it being theoretically doable for at least helmets/shields, though obviously a very low prio thing if at all possible).
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Meph

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #40 on: March 22, 2020, 08:30:10 pm »

That's near impossible due to the low pixel count. But I do want do make item quality hopefully maybe. Masterworks should look better than simple craftsdwarfsship. But it easily gets out of control with the sprite count.

Long ago I did make some mock-ups for wear-state, contaminants and quality, but that's for a full 32x32 item. Not a tiny item with 3-5 pixels that a dwarf has equipped.

Just to be clear, this is just a mock-up and will most likely not make it into the game at all. Just letting you know that we looked at that.

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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: Steam DF - Questions and discussion for tileset authors
« Reply #41 on: March 29, 2020, 12:49:15 pm »

I'm wondering how the steam release will assign foreground and background colors for furniture/walls etc.

I'vee becoming very adept at manipulating how DF assign colours to furniture and terrain as well as using alpha maps to show background color and so forth.

Normal map:

Top map:

The Top map is basically just white, the example above is shown on top of a black background to make it more visible. I use the following in Gimp to make it:
Create a new layer, copy the furniture onto it. Choose levels -> Up contrast by 50% or so -> Choose color to alpha:Black -> Change opacity of layer to anywhere between 25-50%.

Its a nifty tool to keep pale (white) highlights after DF assigns foreground colors, as white does not carry and assigns full saturation. You can change the top layer highlight to any color you want of course, by using colourize in Gimp.
Adding a 3rd color this way is also possible by grabbing a reference image, Choose Color to alpha:black, then Color to alpha:White.

I have yet to see any good reference to Foreground and background color so far in the steam tileset. I don't think it is a limitation or a hassle to work with anymore, and really enhances the graphics engine, provided a top layer will be possible in the final release.

How do foreground and background colors work in steam/itch DF?

Meph

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #42 on: March 29, 2020, 01:07:59 pm »

Quote
How do foreground and background colors work in steam/itch DF?
So far exactly like it worked before. It's not a topic we have discussed at all.
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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 :::

Boltgun

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #43 on: April 30, 2020, 07:59:44 am »

For now they are to assemble more unique-looking civ members based on hair style, clothing, weapons and armor. We didn't count out missing limbs, but it's one of the optional features for later on to maybe work on. Obviously that's on Tarns end, not ours. But in theory it would be supported by the sprites we use. Closely related to bodyparts, because clothing goes to specific bodyparts. ;)

Damn and i was thinking I could get away by simply brushing up the sprite you already made for me. :P

That said with some smart positioning creating a basic paperdoll should not be so long.
« Last Edit: April 30, 2020, 08:13:38 am by Boltgun »
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Meph

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Re: Steam DF - Questions and discussion for tileset authors
« Reply #44 on: April 30, 2020, 11:41:08 am »

The good thing is that you only need one base succubus. The rest is done with the gear. ;)
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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 :::
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