32x32 Universal Tileset

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2987

    #31
    I've taken a first look at the monster mappings for V.

    - seems like all undead were swapped around, probably to fix one duplicate; I'll have a closer look
    - changing the mapping for spiders doesn't feel "right"; the original mapping was preserving the colors from the txt file (cave spider - black, mirkwood spider - green...)
    - gold dragons were remapped to the bronze tiles... feels strange
    - with the darkness tile being black and not transparent, lurkers and trappers appear as a black tile; this probably needs to be reverted to transparent tile
    - hounds have been swapped around too; again I'll have to look at that more closely
    - Sauron uses the silly "djinn in a lamp" tile... please change that
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #32
      Originally posted by PowerWyrm
      I've taken a first look at the monster mappings for V.
      You're looking at V right, cause you're suggestions are eerily similar to changes already made to NPP.
      - seems like all undead were swapped around, probably to fix one duplicate; I'll have a closer look
      I did some undead rearranging in NPP to keep the undead races distinct. I open to suggestion but unlikely to tackle this on my own in the short term. Please offer suggestions in the format old tile (hex)should be new tile (hex) because of something. ...edit: and or reference the NPP changes when reviewing V. It wold be nice if we could keep indeticial monsters mapped to identical tiles across variants and I currently have no system in place for checking this. You could apply this to any and all changes.
      - changing the mapping for spiders doesn't feel "right"; the original mapping was preserving the colors from the txt file (cave spider - black, mirkwood spider - green...)
      That wasn't me, but I do agree with you here.
      - gold dragons were remapped to the bronze tiles... feels strange
      I think they may have been that way for a while, recently reverted in NPP.
      - with the darkness tile being black and not transparent, lurkers and trappers appear as a black tile; this probably needs to be reverted to transparent tile
      That is my doing, I'll add a transparent tile for the lurker.
      - hounds have been swapped around too; again I'll have to look at that more closely
      That's news to me, I'm all for the original colors, except for a few maybe. I always wanted the fire to be redder, like the nexus.
      - Sauron uses the silly "djinn in a lamp" tile... please change that
      OK. I'll ues NPP style Saurn and Morgoth, The old Morgoth was nothing special, right?

      @ Magnate.. If you have an opinion on any of this please chime in. Vanilla is your baby, and since it seems that my changes will be adopted into the Vanilla distro, they're your changes too.
      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
      My banding life on Buzzkill's ladder.

      Comment

      • PowerWyrm
        Prophet
        • Apr 2008
        • 2987

        #33
        Cncerning Sauron, the NPP tile (if it's the one I'm thinking of) is great. Please use that. For Morgoth, the original tile is ok.
        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2987

          #34
          Review of monster tiles, part I: spiders

          Here you should really keep the original mapping, which corresponds to the colors in the txt file:

          Elder aranea (r) 0x8F:0xB3
          Mirkwood spider (g) 0x8F:0xB8
          Aranea (R) 0x8F:0xB6
          Phase spider (B) 0x8F:0xB4
          Wood spider (U) 0x8F:0xB5
          Cave spider (D) 0x8F:0xB7
          Giant spider (V) 0x8F:0xB2

          Considering the Giant spider, I've filed a bug report IIRC about monsters using the light purple color, which is now used for the special "Display uniques in purple" option. But it shouldn't affect the tile...

          The only problem concerns the Giant tarantula (o). In UT32, there's a new tile that isn't used for anything in V and could match: 0x99:0xD3
          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

          Comment

          • buzzkill
            Prophet
            • May 2008
            • 2939

            #35
            Originally posted by PowerWyrm
            Here you should really keep the original mapping, which corresponds to the colors in the txt file:

            Elder aranea (r) 0x8F:0xB3
            Mirkwood spider (g) 0x8F:0xB8
            Aranea (R) 0x8F:0xB6
            Phase spider (B) 0x8F:0xB4
            Wood spider (U) 0x8F:0xB5
            Cave spider (D) 0x8F:0xB7
            Giant spider (V) 0x8F:0xB2
            I'm going to have to flip-flop on this. Given the tiles we have at our disposal right now, I like the current mappings. I'd rather phase was light blue than purple, but I've got no problem with the rest. AFAIK, the current mappings are the original mappings or at least that's the way they been for the past several years since I started hanging out here at oook.
            www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
            My banding life on Buzzkill's ladder.

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2987

              #36
              Originally posted by PowerWyrm
              Cncerning Sauron, the NPP tile (if it's the one I'm thinking of) is great. Please use that. For Morgoth, the original tile is ok.
              In fact, I fear the current tile for Morgoth is the one that was supposed to be used by Sauron. So basically the mapping for V could use the old Morgoth tile for Sauron and the new Morgoth tile for Morgoth.
              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

              Comment

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2987

                #37
                Review of monster tiles, part II: undead

                As hard as I tried, I couldn't come with something completely acceptable. There are clearly tiles missing for the zombified/mummified creatures, and a lot of useless skeleton tiles. Here's how I would see the mapping for V (with the associated comments):

                Vampires (changed mostly to match color in the txt file)
                Master vampire 0x94:0xC7
                Vampire lord 0x94:0xB3
                Elder vampire 0x94:0xB4

                Wights & liches (the original mapping simply doesn't match the description of the creatures -- corpse-like undead; using same tile family, with tile matching color in txt file)
                Forest wight 0x94:0x90
                Grave wight 0x94:0x8E
                Barrow wight 0x94:0x91
                Emperor wight 0x94:0x8F
                Lich 0x94:0x99
                Master lich 0x94:0x9B
                Demilich 0x94:0xC5
                Archlich 0x94:0xCA
                Black reaver 0x94:0x93

                Wraiths (the original mapping simply doesn't match the description of the creatures -- skeletal ghosts; seems like the person who did the mapping inverted wights and wraiths; using same tile family, with tile matching color in txt file; for Nightcrawler, its description mentions a giant wormlike creature, the tile was simply inappropriate; for Nightwalker, its description mentions a giant black figure, the tile was changed accordingly)
                White wraith 0x94:0xCC
                Grey wraith 0x94:0x8C
                Black wraith 0x94:0x8D
                Nether wraith 0x94:0x89
                Nightwing 0x94:0x8A
                Nightcrawler 0x91:0x99
                Nightwalker 0x99:0xDC

                Ghosts (changed mostly to match color in the txt file)
                Poltergeist 0x94:0x94
                Green glutton ghost 0x94:0x82
                Lost soul 0x94:0x97
                Moaning spirit 0x94:0x95
                Banshee 0x94:0x80
                Ghost 0x94:0x96
                Shade 0x94:0xC3
                Spectre 0x94:0x86
                Dread 0x94:0x84
                Shadow 0x94:0xC8
                Phantom 0x94:0x98
                Dreadmaster 0x94:0x81
                Dreadlord 0x94:0xCB

                Skeletons (just changed these two tiles to keep the proportions to human/troll size)
                Skeleton human 0x94:0xAA
                Skeleton troll 0x94:0xB8

                Zombies (remapped to the "mummy"-like tiles instead of the original "skeleton"-like tiles; "zombified" and "mummified" creatures have been remapped to the same tile, since no distinct tile currently exists in the tileset; other tiles changed mostly to match color in the txt file)
                Zombified kobold 0x91:0xB1
                Zombified orc 0x91:0xB1
                Zombified human 0x91:0xB1
                Mummified orc 0x91:0xB7
                Mummified human 0x91:0xB7
                Ghoul 0x91:0xB6
                Ghast 0x91:0xB0
                Greater mummy 0x91:0xB3
                Mummified troll 0x91:0xB7
                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                Comment

                • buzzkill
                  Prophet
                  • May 2008
                  • 2939

                  #38
                  Originally posted by PowerWyrm
                  In fact, I fear the current tile for Morgoth is the one that was supposed to be used by Sauron. So basically the mapping for V could use the old Morgoth tile for Sauron and the new Morgoth tile for Morgoth.
                  We both agree that the old Sauron tile is unsuitable. Jeff and I had a lot of trouble creating a tile for Sauron that looked good and we both liked. Sauron is staying put in NPP which means that I'm very inclined to use that same tile for Sauron in all variants including Vanilla.

                  If old Morgoth goes anywhere, he'll probably go away. I not a big fan of the tile itself. The multi-colored robes don't do anything for me. I'm content to leave him as he is now in Vanilla, but other variants will get the new Morgoth.

                  I'll post the latest version of everythnig later today.
                  www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                  My banding life on Buzzkill's ladder.

                  Comment

                  • PowerWyrm
                    Prophet
                    • Apr 2008
                    • 2987

                    #39
                    Review of monster tiles, part III: hounds

                    This is mainly a remap to match colors in the txt file. The only problem I have with this one concerns clear hounds, which would probably need a more "transparent" tile.

                    Light hound 0x90:0xC6
                    Dark hound 0x90:0xC3
                    Clear hound 0x90:0xBB
                    Fire hound 0x90:0xC5
                    Energy hound 0x90:0xC7
                    Acid hound 0x90:0xC2
                    Vibration hound 0x90:0xBD
                    Nexus hound 0x90:0xBE
                    Gravity hound 0x90:0xBA
                    Inertia hound 0x90:0xC9
                    Impact hound 0x90:0xC0
                    Nether hound 0x90:0xC8
                    Time hound 0x90:0xCB
                    Plasma hound 0x90:0xCC
                    Ethereal hound 0x90:0xBC
                    Chaos hound 0x90:0xC1
                    Aether hound 0x99:0xDB
                    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2987

                      #40
                      Hmm I've just looked at the updated 32x32 graphics for NPP Angband... Many tiles have been redrawn/remapped for monsters/objects/terrain that are present in all variants, eliminating many duplicates in the process, still the mappings in graf-dvg files differ. This completely breaks the purpose of an universal 32x32 tileset...

                      What would be perfect is to add a graf-dvg-base.prf file with the mappings for all common tiles, and load this file at the end of the graf-dvg.prf file for each variant. This would improve readability and ease maintainance...
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2987

                        #41
                        I've just downloaded the new UT32 file and found this:

                        03-07-2012 Reassigned the lurker and trapped to a transparent tile 0x80:0xFF.
                        Unfortunately, this won't work. There seems to be a problem with displaying tiles having their char set to 0xFF, which seems to explain why there are no tiles in that column (except on the second line, which is not used).

                        Why did you put a dark tile at 0x80:0x80? It's not required, as the code puts a dark background anyway when drawing tiles. Reverting to a transparent tile and leaving lurkers/trappers at 0x80:0x80 should be ok...
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #42
                          Originally posted by PowerWyrm
                          Hmm I've just looked at the updated 32x32 graphics for NPP Angband... Many tiles have been redrawn/remapped for monsters/objects/terrain that are present in all variants, eliminating many duplicates in the process, still the mappings in graf-dvg files differ. This completely breaks the purpose of an universal 32x32 tileset...
                          Yep. Vanilla Angband is still the special case. I'm very hesitant to make changes to Vanilla in deference to David Gervais, who's tileset has been the gold standard forever, but I wouldn't say that breaks the purpose of UT32. There are many variants that support tiles, 1/2 a dozen I can think of. The main point of UT32 was to have the all the tiles in one location so that variants can easily share tiles and even non-graphically inclined maintainers can do some of the (prf tile assignment) work themselves. Don't forget, UT32 is still a long way from completion.

                          I wasn't my intent for UT32 to alter Vanilla in any significant way. I just wanted it to be compatible with Vanilla so that there would be only need for one 32x32 tileset.
                          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                          My banding life on Buzzkill's ladder.

                          Comment

                          • nppangband
                            NPPAngband Maintainer
                            • Dec 2008
                            • 926

                            #43
                            Originally posted by PowerWyrm
                            What would be perfect is to add a graf-dvg-base.prf file with the mappings for all common tiles, and load this file at the end of the graf-dvg.prf file for each variant. This would improve readability and ease maintainance...
                            The difficulty in that is coming up with a standard where each variant can read the tiles. Many of them are assigned to different monster race numbers or slightly different names, so it would be a challenge to create a universal graf-dvg that could be loaded by all variants.
                            NPPAngband current home page: http://nppangband.bitshepherd.net/
                            Source code repository:
                            https://github.com/nppangband/NPPAngband_QT
                            Downloads:
                            https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                            Comment

                            • buzzkill
                              Prophet
                              • May 2008
                              • 2939

                              #44
                              Originally posted by PowerWyrm
                              Why did you put a dark tile at 0x80:0x80? It's not required, as the code puts a dark background anyway when drawing tiles. Reverting to a transparent tile and leaving lurkers/trappers at 0x80:0x80 should be ok...
                              Because it's referred to as "darkness" in the prf, and I thought that it might be a good idea for it to represent darkness rather than nothing. At the same time, I figured that any unused space would suffice as the lurker/trapper tile. I chose 0x80:0xFF because I thought it would remain unused long into the future. Will fix.
                              www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                              My banding life on Buzzkill's ladder.

                              Comment

                              • nppangband
                                NPPAngband Maintainer
                                • Dec 2008
                                • 926

                                #45
                                Originally posted by PowerWyrm
                                Unfortunately, this won't work. There seems to be a problem with displaying tiles having their char set to 0xFF, which seems to explain why there are no tiles in that column (except on the second line, which is not used).
                                There is probably some sort of overflow issue with 0xFF, since that would be loaded into a byte or char variable. Maybe the code would be adjusted to properly read it, but is reality we would have to fill up a 127x127 grid with tiles before that becomes an issue.
                                NPPAngband current home page: http://nppangband.bitshepherd.net/
                                Source code repository:
                                https://github.com/nppangband/NPPAngband_QT
                                Downloads:
                                https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                                Comment

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