32x32 Universal Tileset

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  • buzzkill
    Prophet
    • May 2008
    • 2939

    #46
    Originally posted by nppangband
    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.
    Well, now that I know about it, I'll move those tiles. Would physically shrinking the tile sheet, eliminating that last column so that this can't happen again, cause any foreseeable problems?
    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

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #47
      Moved the seeker arrow effect tiles at the tail end of row 0x81 in order to entirely vacate column 0xFF. Also created the 4 missing tiles of that type. As far as I can tell (searching all prf files in both V and NPP), these tiles weren't utilized at all. Just FYI.
      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

        #48
        Originally posted by buzzkill
        Moved the seeker arrow effect tiles at the tail end of row 0x81 in order to entirely vacate column 0xFF. Also created the 4 missing tiles of that type. As far as I can tell (searching all prf files in both V and NPP), these tiles weren't utilized at all. Just FYI.
        Did you move the whole set? I just started using those. If you fire an arrow, it displays the regular arrow tile (pointed to the upper right corner), regardless of direction. Now, in NPP, I use those two arrowsets. if you fire an arrow (or bolt), it will point will point in the right direction as it travels.

        It is hard-coded rather than being part of the pref files. Please let me know where you moved it to. Thanks,
        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

        • nppangband
          NPPAngband Maintainer
          • Dec 2008
          • 926

          #49
          Originally posted by buzzkill
          Would physically shrinking the tile sheet, eliminating that last column so that this can't happen again, cause any foreseeable problems?
          Only that, if the game tried to look for something in that column of the tileset, the game would crash.
          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

          • nppangband
            NPPAngband Maintainer
            • Dec 2008
            • 926

            #50
            Originally posted by buzzkill
            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 lobbied for that change. I thought the old-morgoth tile looked more like a court jester than a lord of darkness. Maybe you have to have a large screen to notice it, but the new morgoth tile even has the two remaining silmarils in his massive iron crown. I have no delusions that I am a real artist like shockbolt, but every once in a while I did a tile that I thought looked somewhat decent. Morgoth was one of those.
            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

              #51
              Originally posted by nppangband
              Did you move the whole set? I just started using those.
              No. If you look at row 0x81, you'll see that the last 4 tiles are a set of 4 rather than a set of 8. I just added the 4 missing tiles and moved the entire set of 8 down and to the left a bit, to 0x82:0xF4 thru 0xFA.

              There will be a new version out later today. Mostly just new DAJ tiles being slowly added. My old work needs a lot of re-work .
              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

              • Blue Baron
                Adept
                • Apr 2011
                • 103

                #52
                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).

                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...
                Was this with a terrain feature or a monster/object tile? if it was a terrain feature and the program used hard codes lighting offsets, one of the tiles would be off of the tile sheet.

                When I was looking at the tile coordinates in 3.2, and I set the coordinates to 0x80:0x80 the first cloak (at 0x80:0x81) was drawn in the blank areas, so I set it to 0x80:0xFE, so the spot at 0x80:0xFF would be drawn in the blank areas.

                buzzkill: as long as tiles are being moved around anyways, how about moving the whole first row to the right two spots? If the first three spots were made transparent,opaque,transparent (all black in the color bits), then variants that use hard coded lighting could use 0x80:0x81, and others could use whichever spot they wanted. Spots in the front of a row are less likely to be changed in the future. I also like the idea of the first pixel in the image being the "transparent color key".

                Also, I would prefer (all else being equal) if the number of tiles in a row stayed at 128 (whether or not the last column is used). In the future when the image is loaded as a texture, perhaps for OpenGL, it will be easier to load if the width was a power of 2. If so padding would only possibly be needed at the end of the file, and not in the middle as well.

                npp: you might want to create holder objects for the first of each arrow group and use a hard coded offset from that so graphics can be moved around without changing the code. For instance in V 3.3 there is tval 0, sval 0 for the pile graphic. In V 3.4-dev there are two more, tval 0, sval 1 for the graphic for unknown object/pile and tval 0, sval 2 for an unknown treasure graphic (which is not yet used).

                You might even want to use a spell effect or high svals (like 50-70 or something), and create a holder object for each arrow graphic or text character.

                Comment

                • buzzkill
                  Prophet
                  • May 2008
                  • 2939

                  #53
                  Originally posted by Blue Baron
                  buzzkill: as long as tiles are being moved around anyways, how about moving the whole first row to the right two spots? If the first three spots were made transparent,opaque,transparent (all black in the color bits), then variants that use hard coded lighting could use 0x80:0x81, and others could use whichever spot they wanted. Spots in the front of a row are less likely to be changed in the future. I also like the idea of the first pixel in the image being the "transparent color key".
                  I would love to be able to easily do stuff like this., but adding additional blank space at the beginning of a row requires re-assigning every object in that row, in each dvg.prf, for each variant. That's why I requested that a generous programmer write a script that would somewhat simplify the process.

                  I plan on keeping 128 columns and adding additional rows as needed.
                  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
                    • 2986

                    #54
                    Originally posted by nppangband
                    I lobbied for that change. I thought the old-morgoth tile looked more like a court jester than a lord of darkness. Maybe you have to have a large screen to notice it, but the new morgoth tile even has the two remaining silmarils in his massive iron crown. I have no delusions that I am a real artist like shockbolt, but every once in a while I did a tile that I thought looked somewhat decent. Morgoth was one of those.
                    Agreed. Your new Morgoth tile is great. The old tile would probably fit Sauron more...
                    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

                      #55
                      Originally posted by Blue Baron
                      buzzkill: as long as tiles are being moved around anyways, how about moving the whole first row to the right two spots? If the first three spots were made transparent,opaque,transparent (all black in the color bits), then variants that use hard coded lighting could use 0x80:0x81, and others could use whichever spot they wanted. Spots in the front of a row are less likely to be changed in the future. I also like the idea of the first pixel in the image being the "transparent color key".
                      I've shifted the first row over and added these first three tiles on my end. I'm not exactly sure what you meant by opaque. I went with transparent, pure white, pure black. Transparent will appear as pure black in bmp's.

                      @PowerWyrm: I've yet to consider the changes you suggested to the undead and hounds. My work on UT32 is likely to slow considerably in the near future, and I'm devoting what time I do have mainly to finishing the integration of DAJ and expanding the tileset.

                      I've not updated mediafire in the past few days and future updates will occur less frequently, but I have no intention of abandoning this project.
                      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
                        • 2986

                        #56
                        Originally posted by buzzkill
                        @PowerWyrm: I've yet to consider the changes you suggested to the undead and hounds. My work on UT32 is likely to slow considerably in the near future, and I'm devoting what time I do have mainly to finishing the integration of DAJ and expanding the tileset.
                        For my variant, I will probably remap half of the tiles with the new ones from the UT32 tileset. Some are clearly an improvement over the original tileset (for example, there were no real tiles for cat-like creatures whereas the UT32 tileset has some), and I want to remove as many duplicate mappings as possible, just like in NPP. And add some missing tiles if possible (mummified/zombified monsters come to mind here). Don't bother looking at the changes I suggested if you don't have time, I will post a complete set of changes once I'm done remapping stuff.
                        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

                          #57
                          Just posted an update that includes my DAJ works up to this point. I've been improving the quality of the DAJ tiles as I've been moving them, which is part of the reason it's taking so long. The move is still incomplete.
                          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
                            • 2986

                            #58
                            Where is the update? The png file from 06/04 seem to have less tiles than the one from 09/03... is that normal?

                            By the way, I'm done with my remapping/redrawing for my variant. If you're interested, I could post the resulting 32x32.png and graf-dvg.prf files.
                            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

                              #59
                              Originally posted by PowerWyrm
                              Where is the update? The png file from 06/04 seem to have less tiles than the one from 09/03... is that normal?
                              The png in the BlueBaron folder is for V exclusively (some DAJ tiles are of questionable license). There should a a new zip file, dated today 4/12/12.

                              [checking] The zips were just ordered strangely. The new one should be at the top of the list now, but double check the date just to be sure.
                              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

                              • buzzkill
                                Prophet
                                • May 2008
                                • 2939

                                #60
                                I just posted a 'newer' version of UT32. There's really no reason to download it unless you want to take a peek at some of the newish DAJ tiles. I believe that DAJ is currently unplayable with UT32, or at the very least you'll run into some problems with mismaps and/or 'unvisible' enemies.

                                I don't believe that I changed anything with respect to the other supported variants.

                                This post is just to let it be know that UT32 is still progressing... slowly.
                                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

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