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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1217429 times)

LINKedup

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2430 on: August 16, 2010, 08:03:55 am »

Something that no one has seemed to mention with this whole multi-tile business is that now when we make double wide walls, they won't have those weird looking "holes" in them because we will be able to extrapolate and make them all smooth and pretty looking.
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WormSlayer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2431 on: August 16, 2010, 08:39:31 am »

In this image I have highlighted a region of the plains to demonstrate what it would look like when
displayed within the embark square.

That looks like my bad, I'll fix it for the next release :)

Something that no one has seemed to mention with this whole multi-tile business is that now when we make double wide walls, they won't have those weird looking "holes" in them because we will be able to extrapolate and make them all smooth and pretty looking.

Good call, I'll put that on the list of stuff to do with walls :D
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2432 on: August 16, 2010, 08:55:09 am »

Hmm, I never make double wide walls but I guess that's a good idea.
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Baughn

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2433 on: August 16, 2010, 09:16:39 am »

Wormslayer asked me this in a PM, but I'll reply here:

When displaying tiles, they are currently automatically resized to the on-screen tile size using the high-quality Lanczos algorithm; this makes them look far better than OpenGL's linear interpolation, and saves texture memory. Due to technical constraints, all tiles in one texture array have to be the same size in-memory.

This does not easily allow multi-tile creatures, however. So I've come up with an alternative, extending the tileset descriptor syntax a little (and yes, you'll have to write it this way now):

Code: [Select]
An example tileset title
# Lines starting with # are ignored
array base 1.0
base.png 16 16

# As are empty lines
array large 2.0
large.png 2 4
more_large.png 3 7

array variant 8.0 mipmap
barbarbaz.png 8 8
The basic idea is that you get to specify multiple texture arrays, and explicitly specify the a tile size for each one. "texture foo 1.0" creates a texture array, each texture(tile) in which is the same size as a standard on-screen tile; 2.0 makes them twice as large in each dimension, and if the size you'll render them at varies you can additionally specify "mipmap" to, well, mip-map the tile. Doing so doubles its size, mind you. :P

Inside your shaders, the array name names the sampler; for "array base 1.0", you'll also need a "uniform sampler2DArray base;" in your fragment (and possibly vertex, but probably not) shader.

You can still specify as many PNGs per texture array as you want; those are just concatenated, same as before.

One caveat: OpenGL only guarantees you access to two textures, including arrays, and one is already taken by the tile array. I will of course test for this, and abort if necessary. That said, my teeny little 8600M allows 32 of them. :P

To be clear: The first tile in base.png and large.png are both numbered 0, but exist in different texture arrays.
« Last Edit: August 16, 2010, 09:20:09 am by Baughn »
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Prastary

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2434 on: August 16, 2010, 09:44:10 am »

Will the 80-tiles screen width requirement be finally removed?
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Baughn

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2435 on: August 16, 2010, 09:46:21 am »

No.
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Robsoie

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2436 on: August 16, 2010, 09:47:10 am »

Too bad, but i hope Toady will consider it one day, for people playing tiles on small windowed DF, it is very very annoying to not be able to display the tiles as big as if we played on larger windowed DF.
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2437 on: August 16, 2010, 10:57:40 am »

I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

Baughn: do you have access to the way that DF automatically downsizes the tiles and can you make it a toggle in the init?


edit: see below
« Last Edit: August 16, 2010, 11:31:33 am by Harmonica »
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Prastary

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2438 on: August 16, 2010, 11:03:22 am »

I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.
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WormSlayer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2439 on: August 16, 2010, 11:03:51 am »

Nice one Baughn - I'm starting to run out of unreasonably complicated new things to ask for :P
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2440 on: August 16, 2010, 11:31:00 am »

I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.

Haha. Jeez, I never knew that was what that option actually did. D'oh!

Thanks for the heads up..
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Deon

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2441 on: August 16, 2010, 03:20:25 pm »

I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.

You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.
Oh man, so that's it. Thank you so much :).
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WormSlayer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2442 on: August 16, 2010, 05:35:20 pm »

New stairs, very similar to the old ones, just a bit sharper?


And some new broken arrows.
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ginsweater

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2443 on: August 16, 2010, 05:58:12 pm »

Hello! I'm new to DF and the forums, but I did some messing around this weekend and wanted to share.

I've been exploring the libgraphics code (and listening to all this talk of shaders) for a couple weeks now, and thought I'd try adding a little shadow effect.

So, I got out RenderMonkey, wrote the shader, and hacked a fullscreen effects pass into the engine:

Spoiler (click to show/hide)

Crap! Floors in Ironhand's tileset are already really dark!

If I change the effect to a glow instead of a shadow (that is, alpha-blended white instead of alpha-blended black), you can get an idea what it's doing:

Spoiler (click to show/hide)

Can you see it if I crank the brightness up in Photoshop?

Spoiler (click to show/hide)

Hmmm.... 

What do you guys think? Is this at all worth pursuing?
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WormSlayer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2444 on: August 16, 2010, 06:13:01 pm »

Hi :)

I could see the effect fine in the first shot but I'm fussy about my monitor calibration :P

Thats sweet though :D

The only reason I'm hesitant to say "Hell yeah keep working on it!" is that it may not play nice with whatever Baughn is doing?

New floor hatches:
« Last Edit: August 16, 2010, 06:18:06 pm by WormSlayer »
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