32x32 Universal Tileset

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  • buzzkill
    replied
    Originally posted by buzzkill
    UT32's vanilla files are based on Vanilla 3.2. There's a png currently available (bmps also) that exactly match and also supersede the older UT32-Vanilla images. Unfortunately, the format of the prf files changed after 3.2, I think, don't quote me on that. While the prf file for 3.2 (at mediafire.com/buzzkill) is correct, I don't believe that prf will work in 3.4. Someone will need to manually port the values from one to the other, or write a script that will do the same. I won't make any guarantees about this, but I'd bet that 98% of the prf changes were to the terrains, and very little else has been altered.
    OK, there might be a bit more to it. I forgot about the lighting changes. I haven't played 3.4 so I'm unaware of exactly what has changed but I think it just a matter of shading a few tiles (that previously didn't require shading) and adding them to the set. Easier than it sounds, but inserting them will alter the addresses of everything that follows them (and that's almost everything). But what I said above remains true and IMO is the larger task.

    I'll have to grab 3.4 and take a look. Changes to the Vanilla portion of the tileset requires changes to the prf's of every variant that uses vanilla terrains. That's means all of them. I gotta nip this in the bud before it gets out of hand.

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  • buzzkill
    replied
    Originally posted by Magnate
    Congrats on making progress with this. We have a ticket to use UT32 over graf-dvg in 3.4 ... could you recap what we'd need to do to achieve that? Can we just drop in UT32's 32x32.png (or .bmp or whatever it is) and the associated graf-, flvr- and xtra- files, or is there more to it than that? Sorry if this is a dumb and/or irritating question - I am not good with tiles.
    UT32's vanilla files are based on Vanilla 3.2. There's a png currently available (bmps also) that exactly match and also supersede the older UT32-Vanilla images. Unfortunately, the format of the prf files changed after 3.2, I think, don't quote me on that. While the prf file for 3.2 (at mediafire.com/buzzkill) is correct, I don't believe that prf will work in 3.4. Someone will need to manually port the values from one to the other, or write a script that will do the same. I won't make any guarantees about this, but I'd bet that 98% of the prf changes were to the terrains, and very little else has been altered.

    Leave a comment:


  • Magnate
    replied
    Congrats on making progress with this. We have a ticket to use UT32 over graf-dvg in 3.4 ... could you recap what we'd need to do to achieve that? Can we just drop in UT32's 32x32.png (or .bmp or whatever it is) and the associated graf-, flvr- and xtra- files, or is there more to it than that? Sorry if this is a dumb and/or irritating question - I am not good with tiles.

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  • buzzkill
    replied
    UT32 has grown. Because of the growing number of variants contained within, there will be no more UT32-NPP, or UT32-Vanilla. There will only be UT32 from here on out. It's just easier that way. Accordingly, the file structure at mediafire/buzzkill has changed. The UT32 folder now contains ALL UT32 files. The individual NPP, FA and Vanilla folders are no more.

    FA has been assimilated, at least partially. Terrains should display correctly but I wouldn't recommend using UT32 for FA just yet. Monsters and objects have not been remapped and may display incorrectly or not at all. I'll get that straightened out in the coming days. Comments and error reports are welcome.

    For the record, UT32 is now compatible with Vanilla, NPP and FA (partially).

    Since I don't see any real need to, I will no longer host (or hold) the older versions (pre-UT32) of the tile sets for these variants. The respective maintainers, should they desire to, are encouraged to hold on to a copy just in case.

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  • getter77
    replied
    Agreed, though it may be because I need some dinner, that Bread Scroll looks delicious in particular.

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  • buzzkill
    replied
    UT32 NPP screenshot. Looking good, if I must say so myself.
    Attached Files

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  • getter77
    replied
    Ah, right on, was just a thought off the cuff considering he'd mentioned how much had been trimmed down in terms of the bestiary, town, etc that I'd wondered if the incidental bits might already be "done" in general save any uniques to Sil outright.

    Plenty of time for it all to get sorted out as it does across the board---2012 is well on the way to being a pretty interesting one riding the wave of 2011 developments both core and with variants like this, Fay, etc.

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  • buzzkill
    replied
    Originally posted by getter77
    Or that Unified NPP 32x32 one recently making great strides at being all-inclusive, yet specific to each?
    I didn't want to derail the Sil thread so I moved this over here.

    Right now UT32 is a WIP and still just a toddler.

    UT32 (Vanilla) is a special case. Apparently the currently hosted version is only compatible with V3.2 and earlier versions due to a change in the prf file format and a change in the way lighting is handled, which I was entirely unaware of because I just don't play that much V. It's going to stay as is until it can be 'fixed' and incorporated into current and/or past V, which isn't a priority for me right now.

    UT32 (NPP) is the only other case, and therefore special, ahem unique, in it's own right, thus the (NPP) extension. This is temporary. Once work on NPP is complete other variants will be assimilated, FA first off because I believe it will require zero new tiles and because I like FA, and will make it slightly more universal and probably become just UT32, maybe UT32 (NPP,FA), who knows.

    In case you haven't figured it out yet, like most variant developers, I don't have a comprehensive long term plan.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Blue Baron
    Anyways, I'll go ahead and change the feature locations in the pref file for 3.4, but you should be aware of the above for the future.
    I figured I was missing something .

    Thanks BB. I was entirely unaware of the changes, though I do remember some talk of moving toward names rather than index numbers. Could you send me a copy of the 'translated' graf-dvg.prf when you're done with it, or just let me know when it hosted in the official release and I'll grab a whole 'new' Vanilla package.

    Also, the windows PNG support was added in 3.3, so angband doesn't use BMP files anymore.
    Good to know.

    Lastly, in the mixed tileset I assembled for my personal copy of Z+ there are shaded doors on top of the walls, if you want to use them.
    It would be trivial to reshade them myself, and then map them (I suppose), and then get the updated .prf back into the Vanilla repo.

    Leave a comment:


  • Blue Baron
    replied
    What magnate is talking about is a bit different. The format of the graf-xxx.prf files changed a bit since 3.2.

    In 3.2.x features got one line and the lit features were a hardcoded offset from the given coordinate. In 3.3.x features got additional lines for the lighting levels. For instance:
    Code:
    # open floor
    F:1:0x96:0x81
    
    # invisible trap
    F:2:0x96:0x81
    
    # glyph of warding
    F:3:0x87:0xA9
    
    #open door
    F:4:0x96:0x84
    becomes:
    Code:
    # open floor
    F:1:bright:0x96:0x80
    F:1:lit:0x96:0x81
    F:1:dark:0x96:0x82
    
    # glyph of warding
    F:3:all:0x87:0xA9
    
    #open door
    F:4:all:0x96:0x84

    A similar thing happened for the spell effect lines:
    Code:
    # Group Ball
    ...
    # mana
    S:0x04:0x81:0xc3
    ...
    # Group Bolt
    ...
    # mana
    S:0x44:0x81:0xA0
    becomes:
    Code:
    GF:MANA:static:0x81:0xC3
    GF:MANA:0:0x81:0xA0
    GF:MANA:45:0x81:0xA2
    GF:MANA:90:0x81:0xA1
    GF:MANA:135:0x81:0xA3

    In 3.4, the way pluralization works changed internally, and the object name that is compared in pref files does not have the tilde anymore. For instance:
    Code:
    K:spike:Iron Spike~:0x87:0x98
    becomes:
    Code:
    K:spike:Iron Spike:0x87:0x98

    Also there are a few more entries that accept tiles. In 3.3.x there is the pile ("K:0:0:0x87:0xB6"). In 3.4 there are a few more:
    Trap Detected border overlay - F:65:all:y:x
    Trap Detected border underlay - F:64:all:y:x (Could be the 3 floor tiles with the overlay already on it. Replaces plain floor when underneath a monster or object.)
    Unknown object - K:0:1:y:x
    Unknown treasure (if implemented) - K:0:2:y:x

    When I added tile support for the trap detection border I just picked some green tiles (the green lightning ball and one of the grass tiles), but you might want to use something better.

    Also, the windows PNG support was added in 3.3, so angband doesn't use BMP files anymore.

    Anyways, i'll go ahead and change the feature locations in the pref file for 3.4, but you should be aware of the above for the future.

    Lastly, in the mixed tileset I assembled for my personal copy of Z+ there are shaded doors on top of the walls, if you want to use them.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Magnate
    This is an excellent idea - I've created a new ticket for it, so it should be in 3.4. I've downloaded it and had a look, and although I'm far from a tileset guru I think I can offer some feedback. First, am I right in thinking that the bmp and mask files are not required for V? Just the png file, right?
    Not sure. I don't play much V and always have both (png and bmp) present, so I don't know which it uses. Both are identical.

    Second, I'm afraid there are a couple of issues with the graf-dvg.prf file:

    - it still has the tildes (~) for pluralization, which V no longer uses.
    - it doesn't have the different lighting levels for terrain (please see lib/pref/graf-dvg.prf in the nightlies to see what I mean)
    The tildes are in commented out lines. They don't affect the performance of the file. They could be removed for cosmetic reasons, but I'm not inclined to do it (at least not right now).

    It does have the different lighting levels for the tile that use alternate tiles depending upon lighting levels, the floor, walls, and quartz/magma veins. Doors, etc don't use alternate tiles, if they did, they would display (both now and prior to the change) incorrectly in darkened conditions.

    Also, can I confirm there are no changes need to the xtra-dvg flvr-dvg files?
    That's correct. Only the terrains were touched. Some moved, most deleted. All objects and monsters are entirely untouched.

    I did changed the file header slightly (graf-dvg.prf). You might want to compare the new to the old and make sure it I didn't make any licensing/attribution deletion faux pas.

    I did test it with 3.2 (some dev version I guess, because it informed me of all OoD monsters and items at level generation, which was kinda neat) and everything seemed to display perfectly.

    I encourage Vanilla players who do use 32x32 tiles to download this, give it a try and report back. Don't expect anything new though. What I'm shooting for is that the new tileset and the old look and display exactly the same. I would test it extensively myself, but I've got other fish to fry right now. UT32-Vanilla is just the first piece of a bigger puzzle.

    Leave a comment:


  • Magnate
    replied
    This is an excellent idea - I've created a new ticket for it, so it should be in 3.4. I've downloaded it and had a look, and although I'm far from a tileset guru I think I can offer some feedback. First, am I right in thinking that the bmp and mask files are not required for V? Just the png file, right?

    Second, I'm afraid there are a couple of issues with the graf-dvg.prf file:

    - it still has the tildes (~) for pluralisation, which V no longer uses.
    - it doesn't have the different lighting levels for terrain (please see lib/pref/graf-dvg.prf in the nightlies to see what I mean)

    Also, can I confirm there are no changes need to the xtra-dvg flvr-dvg files?

    Thanks.

    Leave a comment:


  • buzzkill
    replied
    All problems with the NPP tilset are resolved. Though still incomplete, it is still very playable. As always, get it at www.mediafire.com/buzzkill - look in the NPP folder.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by d_m
    I wonder if Nomad and others will be interested. Especially if you do the work of creating a "master index" of which tiles are for which variants, it may be easier for others to slowly add variant support.
    The system I'm using right now is simply keeping each variants tiles in its own 'layer', and then merging the layers together to create the bmp, png, whatever. I use Paint.net so the default WIP file type is a pdn document, but I think (never tried) that it can produce PhotoShop (psd) documents with the proper plug-in.

    Currently the Vanilla layer contains only the (condensed) Gervais tileset and the NPP layer only contains the additional NPP tiles. I plan to continue this practice when adding additional variants although there's no harm (just extra work) in duplicating shared tiles in multiple layers.

    Once UT32 grows sufficiently adding variants will be a simple matter of mapping the existing tiles rather than drawing and adding new ones.

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  • d_m
    replied
    Originally posted by buzzkill
    That's the good news. The bad news is that it currently only supports Vanilla, but that's good news too as I'd like to keep the Vanilla tileset 'pure', without any licensing concerns whatsoever and as I add more tiles to UT32 the likelihood of 'pollution' increases. Therefore, I strongly encourage any member of the current dev-team to grab and incorporate the currently hosted tileset into the last stable Vanilla release (and v4), and to continue to include it in future releases.
    Awesome!

    I will try to take a look at this soon if someone else doesn't beat me to it. Seems like a great idea!

    I wonder if Nomad and others will be interested. Especially if you do the work of creating a "master index" of which tiles are for which variants, it may be easier for others to slowly add variant support.

    Leave a comment:

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