ChestHole Tileset

Now I am seeing a bunch of wall tiles being drawn like boarded up windows

Oh, thanks for letting me know. I fixed it, banjos, masks, and more.

Howdy Chezzo!

I know you lowered the spent cigarettes tiles as debris before. Could you lower it a little more?

Not a huge problem. I just notice them while running through an open field and this…“geee, lotta chain smokers in the middle of no where” lol XD

Oh, awesome mutation art! This is inspiring :3

Really great tileset! One minor thing I’ve noticed though - the firefighter PBA mask uses a sprite like a mining helmet when something like a filter mask or rebreather would probably be more appropriate!

Hello i have seem to have found a bug. As seen in the picture, the tile for the heavy duty board for the top right corner of a newly spawned IFV seems to be a hole for some reason. Removing said part and replacing it gives the same tile. I have no idea how to fix it. Replacing it as a horizontal heavy duty board seems to be fine(no holes)

My second request is for the assorted vehicle parts of the blaze mod to be assigned a sprite. Especially with reference to the laser and tesla mounted guns, it seems to me that it is a waste that there is already a sprite for it(the one with the glowing yellow turret), and that its not assigned. Even if it looks the same, it’s way better than having the ASCII tiles fallback.
I tried doing it myself and ended up messing everything up.

I would greatly appreciate it if you would consider my humble request.
Thank you very much.

Been having exactly the same issue with my fixed up APC!

Thanks for letting me know, everybody! I think I fixed what you guys noticed in my newest pr.

I edited the tile_config for the ISO version to make the quarterpanel corner graphics (the ‘headlights’) rotate with the vehicle.

vp_halfboard_ne and vp_halfboard_nw

{ "additional_tiles": [ { "bg": 633, "fg": [ 2705, 5415, 5416, 5417 ], "id": "center" }, { "bg": 633, "fg": 2703, "id": "corner" }, { "bg": 633, "fg": 2703, "id": "edge" }, { "bg": 633, "fg": 2703, "id": "end_piece" }, { "fg": 3089, "id": "broken" }, { "bg": 633, "fg": 2703, "id": "unconnected" } ], "fg": [ 2705, 5415, 5416, 5417 ], "id": "vp_halfboard_ne", "multitile": true, "rotates": true }, { "additional_tiles": [ { "fg": 3090, "id": "broken" } ], "fg": [ 2706, 5421, 5422, 5423 ], "id": "vp_halfboard_nw", "multitile": true, "rotates": true },

I also did the heavy duty quarterpanel ‘headlights’.

vp_hdhalfboard_ne and vp_hdhalfboard_nw

{ "additional_tiles": [ { "bg": 633, "fg": [ 2705, 5415, 5416, 5417 ], "id": "center" }, { "bg": 633, "fg": 2703, "id": "corner" }, { "bg": 633, "fg": 2703, "id": "edge" }, { "bg": 633, "fg": 2703, "id": "end_piece" }, { "fg": 3089, "id": "broken" }, { "bg": 633, "fg": 2703, "id": "unconnected" } ], "fg": [ 2705, 5415, 5416, 5417 ], "id": "vp_hdhalfboard_ne", "multitile": true, "rotates": true }, { "additional_tiles": [ { "fg": 3090, "id": "broken" } ], "fg": [ 2706, 5421, 5422, 5423 ], "id": "vp_hdhalfboard_nw", "multitile": true, "rotates": true },

And I did the emergency vehicle lights.

vp_light_blue and vp_light_red

{ "additional_tiles": [ { "fg": 3111, "id": "broken" } ], "fg": [ 2727, 5538, 5539, 5540 ], "id": "vp_light_blue", "multitile": true, "rotates": true }, { "additional_tiles": [ { "fg": 3112, "id": "broken" } ], "fg": [ 2728, 5544, 5545, 5546 ], "id": "vp_light_red", "multitile": true, "rotates": true },

I’ve messed the spacing all up but I hope it’s helpful.

Edit:

vp_reinforced_windshield

{ "additional_tiles": [ { "fg": 3123, "id": "broken" } ], "fg": [ 2739, 5604, 5605, 5606 ], "id": "vp_reinforced_windshield", "multitile": true, "rotates": true },

And vp_wing_mirror

{ "additional_tiles": [ { "fg": 3143, "id": "broken" } ], "fg": [ 2759, 5706, 5707, 5708 ], "id": "vp_wing_mirror", "multitile": true, "rotates": true },

Oh, beautiful Kedryn. I didn’t know anyone used iso. I got someone to work on the iso making script, and I have an update in the works for you all. Iso works just as quickly as everything else now!

Thanks so much for fixing iso cars, though Kedryn.

I got someone to work on the iso making script, and I have an update in the works for you all.

Oh yay! Cos doing those with counting rows by 16 takes some time. :wink: I just figured since I had already changed some of the things for myself, I could at least share it for those that don’t like to tinker with things like I do.

I may be the only one that uses iso, not sure. It’s just easier for me to ‘see’, I think.

Hey, just making a note that currently, the Monomolecular Blade CBM looks like you’re holding an actual CBM kit when installed and deployed.

Also, looking forward to that isometric version :slight_smile:

I like the isometric.

Does image need to be in spoiler tag if this size?

Cruising by the refugee center in my modified, not space-efficient semi truck; lasers decided to take out a wolf.

Edit: I cheated a see-through-everything artifact to take the screenshot.

Another minor issue, this time on the latest isometric version.

The Heavy Survivor Mask has the same graphic as the Heavy Survivor helmet, resulting in this wierdness:

Left: Wearing the helmet, with no mask
Right: Wearing the helmet and mask

Also, that white sash across the chest is actually a wedding veil. Shouldn’t it be appearing on the face?

Okay, I have found some minor issues with the tiles.png but first please understand this is me trying to be helpful and not me complaining:

After finding the correct tiles for the pool table edges and corners they are all ‘2dish’ while the original pieces are ‘3dish’ like so:

The corresponding ‘flat’ tiles are 4776, 4777, 4778 (corners), 4779, 4780, 4781 (end_pieces), 4782, 4783, 4784 (t_connection). The same issues exists with the ‘f_bed’.

Also, I think the 3d parts of the pool table and bed are too ‘tall’ but that’s only a matter of opinion.

Additionally, I did some work on the terrain and field configs and I think they look pretty nice now (though I can’t get the glass walls to line up correctly). Following image is in spoiler tags because it’s not really relevant to the pool table:

And here’s my tile_config if you want it. If you use it, or parts of it, I don’t need credit. I really do just like to be helpful when I can.

Edit: Completed vehicle frames/parts (I think) and corrected some errors.

Okay, so while not ‘artistically inclined’, I was able to modify some tiles with gimp if you want them. I did the pool table and some variations of the child zombie for some of the new ones they have added. They’re not good because I’m not an artist, but I think they’re okay-ish. I did the house beds too. And I did barbed (and non-barbed) fences.

tiles

Oh my god, I love you Kedryn. You are the best.

I will get these all in with the next update.

Oh, whoops; I didn’t realize I’d left the bathtub piece I was fiddling with that I gave up on in there (last one top row).

These are all the same images that were already there, I just moved some pixels around. I imagine I’ll end up redoing the pool tables again because I can already see spots that I can ‘fix’.

I’ll try to work on the chain-link and/or picket fences today or tomorrow (if my SO stops being mad at me for not using all my free time on them). And I imagine I’ll end up redoing the pool tables again because I can already see spots that I can ‘fix’.

Edit: Did the chain and wood fences (not the gates yet).

Edit: Made wood fence less blurry.
Edit2: Realigned parts of pool table and purged sofa pixels from the bottoms.

Edit3: Made the picket fence less tall and made some gates for it.

Edit4: Going to wait until I am at least mostly satisfied with something before I post it so I don’t keep posting ‘remakes’. Redid barbed wire fence and am working on making chain link look less like netting and more like metal but not posting it yet because I don’t want to post it and then start thinking “I can make this better” and then post another one. Every time I learn something new I want to go back and ‘fix’ previous things. :stuck_out_tongue:

Something else I was playing around with but that can be kind of overwhelming on the eyes. Also I can’t get the variant sprites to work with tiles that have to be manually rotated. Like grass ‘center’ won’t variate between any other tile than the first one I assign to it.

Anyway, I thought seasonal changes in grass could be fun, since no one is mowing anymore, so I did a Summer and Autumn version.

This stuff looks AMAZING Kedryn! Thanks so much. I am going to work on getting it in the set right now.