Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 5

Author Topic: raw tile selector 1.03 & raw tile merger 0.3  (Read 53261 times)

Shima

  • Bay Watcher
  • Time to go fishing, lads.
    • View Profile
Re: raw tile selector 0.43
« Reply #15 on: April 18, 2010, 05:34:56 am »

No... no words.  No words to describe it.  Poetry!  They Should Have Sent A Poet.  So beautiful.  So beautiful... I had no idea.
Logged
(giant worm leather coat)
Weight: 718238Γ
Owner: Udil Evonudil, Planter

Oh Armok, the spice.

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.4
« Reply #16 on: April 18, 2010, 05:39:21 am »

BTW, is it normal that certain objects are completely black? Like the feather tree for example.

I suppose that was with 0.42? It should be fixed now...
Unless there are more bugs found I will slow down new releases a bit now. This will get rather confusing otherwise.

If you have that problem with 0.43 could you please post the  TREE_COLOR:... data for the feathertree from your raws?
« Last Edit: April 18, 2010, 05:43:10 am by hermano »
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.43
« Reply #17 on: April 18, 2010, 06:25:52 am »

It works fine now :)

BTW, creature_subterranean also has a good deal of vermin.
« Last Edit: April 18, 2010, 10:49:35 am by Mike Mayday »
Logged
<3

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.43
« Reply #18 on: April 18, 2010, 01:08:16 pm »

It works fine now :)

BTW, creature_subterranean also has a good deal of vermin.

Right, it's added now. Also found some in creature_next_underground.
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.44
« Reply #19 on: April 18, 2010, 01:26:59 pm »

Marvelous. As far as I can tell, all the required functionality is there :)

Now we'll just wait for RR or Razputin to finish the graphics editing apps... and OMG ITS HEAVAN!
Unless maybe you'd be interested in making one as well?
« Last Edit: April 18, 2010, 01:29:22 pm by Mike Mayday »
Logged
<3

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.44
« Reply #20 on: April 18, 2010, 02:03:06 pm »

Marvelous. As far as I can tell, all the required functionality is there :)

Now we'll just wait for RR or Razputin to finish the graphics editing apps... and OMG ITS HEAVAN!
Unless maybe you'd be interested in making one as well?

Thanks :)
With two guys already working on creatures I think I will stick to the tiles.
Still there are two more things I want to add, selecting the raw folder and tileset with a file browser and applying tile data from modded raws to unaltered raws. So it's not completely done yet.
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.44
« Reply #21 on: April 18, 2010, 02:11:55 pm »

applying tile data from modded raws to unaltered raws.

Oh man, forgot about this one. That will be great!
Logged
<3

Cubittus

  • Bay Watcher
  • [NOCTURNAL][FLASHES]
    • View Profile
Re: raw tile selector 0.44
« Reply #22 on: April 18, 2010, 08:08:07 pm »

Excellent tool - thanks!

Might I make a small change request:

When writing the txt files use the form
Code: [Select]
[TILE:'d']instead of
Code: [Select]
[TILE:100]for standard ASCII chars 32-126 (except for 39 - the single quote char obviously)

This is the form used in the vanilla releases (and most modpacks) and it makes it easier when diff'ing to see what I have changed.

Thanks!

(edit) - Also, the ALTTILE tag doesn't seem to be supported yet.
« Last Edit: April 18, 2010, 08:12:10 pm by Cubittus »
Logged

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.44
« Reply #23 on: April 19, 2010, 10:01:40 am »

Excellent tool - thanks!

Might I make a small change request:

When writing the txt files use the form
Code: [Select]
[TILE:'d']instead of
Code: [Select]
[TILE:100]for standard ASCII chars 32-126 (except for 39 - the single quote char obviously)

This is the form used in the vanilla releases (and most modpacks) and it makes it easier when diff'ing to see what I have changed.

Thanks!

(edit) - Also, the ALTTILE tag doesn't seem to be supported yet.

Yeah, saving all tiles as numbers was just lazy, actually extremely lazy as it took just e few minutes to change that. It's changed in the new version now.
The ALTTILE tag will not be supported for now, though. It's only used for the purring maggot, afaik, and doesn't really fit into my data structure. At some point I might completely rewrite the code to have a more open structure and read all tokens and filenames from a definition file. But for now I'll only put minimal time into this project.
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.45
« Reply #24 on: April 19, 2010, 10:18:02 am »

Hopefully that won't ever be necessary (what with the coming of graphics support).
Logged
<3

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.45
« Reply #25 on: April 19, 2010, 10:32:29 am »

Hopefully that won't ever be necessary (what with the coming of graphics support).

Wow, I didn't know graphics support was coming. I always though appearance was very low on toadys priority list. That is good news indeed. Or is Baughn working on that as part of new d# versions?
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.45
« Reply #26 on: April 19, 2010, 04:51:01 pm »

Well, the unofficial stance is that -after fixing DF2010 bugs- Toady will move on to the first 10 items on the ESV list. So that lets you believe that gfx will be at least partially taken care of.
Logged
<3

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.46 & raw tile merger
« Reply #27 on: April 21, 2010, 03:05:32 pm »

I just wanted to extend my huge thanks for this new merger tool. It will allow me to make a easy to DIY DFG for all thems peoples.
Logged
<3

Fault

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.46 & raw tile merger
« Reply #28 on: April 21, 2010, 06:18:47 pm »

is there any way I can make it edit CREATURE_STANDARD?

it just seems odd that it'd include all the creature folders except for that one.

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.46 & raw tile merger
« Reply #29 on: April 21, 2010, 07:30:08 pm »

is there any way I can make it edit CREATURE_STANDARD?

it just seems odd that it'd include all the creature folders except for that one.

You could rename it to creature_subterranean.txt and then edit it just fine.

It was not included, as I expect larger creatures to be handled by graphics packs (e.g. dystopian rhetoric, sphr, etc.). Other creature files are included since vermin cannot be assigned graphics other than tiles.
Having a closer look now I see that there is vermin, the pixie and fairy. So it should and will be included soon.
Logged
Pages: 1 [2] 3 4 5