Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 91 92 [93] 94 95 ... 329

Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1218705 times)

flatlander

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1380 on: July 13, 2010, 11:27:17 am »

Oh sorry I'm doing this using Ironhand's sets... thats why I asked it here. (love it by the way). So I should...
1. Generate a new world in the .43 version of Ironhands.
2. Copy the save file over from my .42 Ironhands to .43.
3. Replace the old save file's /raw directory with the one in the Ironhand .43 save

??
Logged
Check out my webcomic at epicgotime.com

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1381 on: July 13, 2010, 11:38:35 am »

No, don't generate a new world.
Not if you want to use your old one.

Do those other two, though.

And I don't think you'll lose much at all.
Most of the changed Toady makes aren't in the RAWs.
Logged

flatlander

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1382 on: July 13, 2010, 11:39:59 am »

HOLY...!

Seeing the next z level down is .... amazing!
Logged
Check out my webcomic at epicgotime.com

Vince

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1383 on: July 13, 2010, 11:40:13 am »

Just a quick mock-up of stones and ores as how I imagine them (no tile magic included...):

First row line: stones
Second: Ores
Third: Gems
Sand, soil
The tiles in the first three rows lines are ascending in value.
With tile magic the "pebbles" and veins would be like the gems, in different colors, while the background remains the same.

@flatlander: Haha, your amazement suits your name. Not familiar with the z-axis, are you? ;D
« Last Edit: July 27, 2010, 06:24:41 am by Vince »
Logged

Igfig

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1384 on: July 13, 2010, 11:46:02 am »

Hurrah!  New stuff!

Something I'm wondering about: Have you reserved any tiles in your set for modder use?  It looks like your ¥, ₧, and 255 are unused, but is that a conscious design decision or are you planning on filling those spaces?

Also, I made an animal trainer.



By the way, the real reason I didn't give the planter a hoe was that I wasn't sure I'd be able to differentiate it from the axe that some of the other dwarves are carrying.

flatlander

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1385 on: July 13, 2010, 11:55:37 am »

Oh... it works. Thanks guys!

@flatlander: Haha, your amazement suits your name. Not familiar with the z-axis, are you? ;D

Heh. Well... I like it much better than the little dots that were there before. I used to live over here... in the flat land:

Spoiler (click to show/hide)

Logged
Check out my webcomic at epicgotime.com

Motigg

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1386 on: July 13, 2010, 01:32:14 pm »

No, don't generate a new world.
Not if you want to use your old one.

Do those other two, though.

And I don't think you'll lose much at all.
Most of the changed Toady makes aren't in the RAWs.
Actually Toady made alot of changes to the RAWs in this version.  Basically of the metals have had their values updated as well as a few weapon raws were changed.  Just checked and saw that you hadn't touch them and kept the old RAWs :-(
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1387 on: July 13, 2010, 01:39:27 pm »

Ah...

Well, in that case, that's yet another reason that 0.43 is just filler.
The next version will be 0.50 and I will be doing the raws all from scratch again.

Until then... I guess you'll just have to deal with what we've got.
Logged

Motigg

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1388 on: July 13, 2010, 01:44:56 pm »

Of course, I still think you two's graphic set is the best there is.  Just figured I'd point it out since it looked like you didn't know.  Keep up the great work :D
Logged

s20dan

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1389 on: July 13, 2010, 02:14:51 pm »

It shouldn't be a problem, I've been using 0.42 with 31.10, just copy over graphics and 2 or 3 files from the Raws from the Ironhand package.  I think the files you would need are Plant_Standard.txt and a few of the Inorganic_Stone ones.. Mineral/Layer/Soil/Gem. I have yet to notice anything wrong and I believe I have the changes from the latest DF update.

EDIT// Just updated..  WOW  Loving the trick to show the z-level below :)
« Last Edit: July 13, 2010, 02:18:21 pm by s20dan »
Logged

Star Weaver

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1390 on: July 13, 2010, 02:18:10 pm »

You could probably just put the .43 raws in one directory, the .10 raws in another, and moosh the tile data over with the tileset merger program. That's what I'm planning on doing, though my dest directory is going to be the .10 pile of raws and mods I just finished, and my source will include some custom tweaks to e.g. anglermod to use your pretty fish tile right :).

Here are the files that toady changed in .10:

Spoiler (click to show/hide)
Logged

s20dan

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1391 on: July 13, 2010, 02:27:55 pm »

The only differences I have found between the Inorganic_Stone_Mineral files is a couple of colour changes, like petrified wood. So it looks safe to overwrite those.  Thats comparing the Ironhand file to the 31.10 file.
  And as far as the other files Star Weaver posted, I don't think you need any of those to use the Ironhand graphics.
Logged

Passive Fist

  • Bay Watcher
  • Builds everything out of cobaltite.
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1392 on: July 13, 2010, 04:25:44 pm »

Am I doing it right? My doors don't look nearly as nice as the ones a few pages back:

Logged

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1393 on: July 13, 2010, 04:47:05 pm »

Interestingly minimalist accommodation you have there!

You havent done anything wrong. All those doors are made of materials with either inverted foreground/background, or light foreground + light background colours.

Previously, doors and pretty much everything else just ignored the background colour so you either got nice doors or dark hard to see doors.

I'm still hopeful of finding a solution but for now they will continue to look like that.

Edit: Your dorf with a chef hat is crafting adobe flash animations? :P

Double edit: Just noticed the mechanic dorf, why didnt I put any spanners on the workshop tables?!
« Last Edit: July 13, 2010, 05:01:26 pm by WormSlayer »
Logged

Passive Fist

  • Bay Watcher
  • Builds everything out of cobaltite.
    • View Profile
Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1394 on: July 13, 2010, 05:07:08 pm »

Thanks! That's just a 48-unit Greek cross though, I got it from the wiki :D

I built some metal doors and they look pretty good, especially the darker one made from iron. The brass door looks pretty gaudy, like you'd expect a brass door to look.
Logged
Pages: 1 ... 91 92 [93] 94 95 ... 329