Raga 32x32 Tileset [WIP 85%]

Your kitchen, sir! )

https://drive.google.com/file/d/0B2U5XRj54vODNEJKQ2lqMVBCVEk/edit?usp=sharing

Raga’s UPDATE 3 +
Added

“t_bridge”
“vp_wheel_underbody”
“vp_wheel_bicycle”
“vp_wheel_unicycle”
“vp_wheel_caster”
“vp_craft_rig” aka FOODCO

Changed

“id”:“vp_door_internal”,
“fg”:346,

“vp_kitchen_unit”

This is looking pretty awesome. But could someone give me the once over as to how to get it working?

I’ve not installed a tileset myself before and I’m not sure how to set one up. (What’s with all the different sizes, for one thing?)

Oh, and can I just reinstall this tileset as the completion percentage increases, while continuing my game?

Yes, of course.

[/quote][quote=“DG123, post:22, topic:4401”]This is looking pretty awesome. But could someone give me the once over as to how to get it working?

I’ve not installed a tileset myself before and I’m not sure how to set one up. (What’s with all the different sizes, for one thing?)[/quote]

Just unpack zip in folder \gfx
There should be folders - DeonTileset, HoderTileset, TsuTileset.

After the folder should appear RagaTileset, or RagaTileset, RagaTiles24, RagaTiles16, RagaTiles08 in zoom case. Scale depends on the choice of tilesets.

Thx m8

:slight_smile:

And how do you actually select which tileset the game uses if you have several tileset folders?

Go to options on the main menu (if you are ingame use “?” -> 2 instead) -> Graphics -> Choose Tileset, use left and right arrow to navigate the list of installed tilesets, the one it appears is the one that will be loaded once you answer YES to the save options dialog (You exit options using ESC). This tileset identifier is “Raga’s”, but don’t worry, you can swap tileset ingame to select the most appropiate to a given situation (Remember that it ONLY updates after saving the options) .

It is Raga`s UPDATE 3 + my small update.
https://drive.google.com/file/d/0B2U5XRj54vODNEJKQ2lqMVBCVEk/edit?usp=sharing

Small change in tile grafics. (FEMA camp shelter - I do not insist, but he was so green 8), some Deon’s and my tiles)

Added

shelter kit

broken generator

"t_ladder_up"
“t_ladder_down”

in json file
"t_hole"
“t_fence_wire”
“t_missile”
“f_fema_groundsheet”
"f_skin_ * "

Added tile “?” I want to see the look -

“t_metal”
“t_skylight”
“t_emergency_light_flicker”
“t_emergency_light”
“t_wall_metal_v”
“t_wall_metal_h”
“t_portcullis”
“t_fault”
“t_root_wall”

I want to change the animation of fire -

“animation_bullet_normal”
“animation_bullet_flame”
“animation_bullet_shrapnel”

It is now the same.

If you notice gaps in the terrain image, write where. I want to play, and not to seek missing. 8)

Gj Chunk, as usual… I made a broken gen myself but I focused on making it to appear really broken. Yours, with a more industrial look, I think it’s better… I will reserve mine just in case at some point they add a working one and we need 2 models.

T_Root_wall has a gfx already (it appears on a very important encounter). I’m not too fond of it… But it will come on tomorrow’s update.

[quote=“ChunkOfMeat, post:28, topic:4401”]It is Raga`s UPDATE 3 + my small update.
https://drive.google.com/file/d/0B2U5XRj54vODNEJKQ2lqMVBCVEk/edit?usp=sharing[/quote]

I just tried using this. It seems that whenever I activate the tileset, I get a message in red text and the game crashes.

Can anyone tell me what’s wrong? Here’s the message I find in the debug folder.

    {

        "id":"lighting_hidden",

        "fg":00
              ^
               ,

10 “rotates”:false
10 },
10

Strange…

…On the pack I DL to integrate it that section looks:

        {
            "id":"lighting_hidden",
            "fg":00,
            "rotates":false
        },

The error you get is the result of a malformed JSON file format (usually typos and specifically missing “,” or extra ones among the most “destructives” ones :wink: ).

Get this one (It contains what Chunk added plus some extras I’m working into to include into tomorrow’s update):

https://drive.google.com/file/d/0BxOjT8xhbKf7MWwxNVpMWHlHejQ/edit?usp=sharing

(Be sure you replace all existing files when decompressing)

Same thing happened as soon as I chose the tileset in Options exited the options menu and saved.

This is odd.

I’m using the latest experimental build. I don’t know if that would cause problems with this tileset somehow…?

EDIT:

Tried again. I reinstalled the game and then reinstalled the tileset. Same problem happened although it gave me a more complete error message saying what line the problem was in.

It said the problem was having some zeroes in front of something…

src/cata_tiles.cpp[273]: gfx/RagaTileset/tile_config.json: line 109:19: leading zeros not strictly allowed

    {

        "id":"lighting_hidden",

        "fg":00
              ^
               ,

10 “rotates”:false
10 },
10

[quote=“ragamer, post:31, topic:4401”]Strange…

…On the pack I DL to integrate it that section looks:

{ "id":"lighting_hidden", "fg":00, "rotates":false }, [/quote]

I opened up the json in notepad and it looks exactly like this in there.

Edit:

OK I think I fixed it.

It doesn’t seem to like having a double 0 after fg

I changed it to a single 0 and now it’s working. Is that going to have any odd side effects?

Are you using the game under Linux, by chance? 00 can be interpreted as an octal number and, under the strict JSON file definition it’s not a valid entity but…

… On the game version I’m using (Vanilla 0.9 on windows) it’s not a problem. In any case, I will do a purge on all those kind of leading zeroes just in case.

Thanks for the detailed report.

No, I’m using Windows 7, so I don’t know why it’s a problem…

I don’t suppose someone put in a new checking mechanism into the game in a newer version?

Could be an update in the JSON parsing libraries (That make them parse in “strict mode”) that has been injected into the next compilation. I have downloaded the source code but I haven’t inspected it besides the portions that affect tilesets (Mainly to extract hardcoded IDs) so can’t help you there.

[quote=“DG123, post:32, topic:4401”]Same thing happened as soon as I chose the tileset in Options exited the options menu and saved.
This is odd.
I’m using the latest experimental build. I don’t know if that would cause problems with this tileset somehow…?
EDIT:
Tried again. I reinstalled the game and then reinstalled the tileset. Same problem happened although it gave me a more complete error message saying what line the problem was in.
It said the problem was having some zeroes in front of something…

src/cata_tiles.cpp[273]: gfx/RagaTileset/tile_config.json: line 109:19: leading zeros not strictly allowed
{
“id”:“lighting_hidden”,
“fg”:00
^
,
10 “rotates”:false
10 },
10[/quote]

I have the same error. Fix it by replacing 00 to 0.

P.S. sorry, Google.translate

A small supplement

https://drive.google.com/file/d/0B2U5XRj54vODNEJKQ2lqMVBCVEk/edit?usp=sharing

Changed fire animation

“animation_bullet_normal”
“animation_bullet_shrapnel”
“animation_bullet_flame”

Not sure everything is perfect, I would try and think.

Added
"t_barndoor"
“f_hay”

Changed

“t_bars”
“t_door_bar_c”
“t_door_bar_o”
“t_door_bar_locked”
“t_ladder_up”
“t_ladder_up”

Just finishing the last tiles before releasing another update…

…Chunkofmeat good job with the new tiles effects but, I noticed you changed the line effect (“animated_line”, 49) to the single peeble (22). The problem is that by using a small solid background effect, the visibility of the targeting line is badly impaired on similarly colored terrains (for example on forests or while aiming in the streets). The line of fire effect is extremely important not only to know were the last target is but also which ones the attack will go through or when you want to make a throwing object to collide against a corner.

I created an specific background for it (975) starting with the vanilla red square (I made it a bit more transparent so it doesn’t disrupt the entities it goes over as much) and I added a high contrast “reticle” (transparent green) to be sure the line of fire is also visible when the background is predominantely red/orange.

UPDATE 4:

  • Terrains, Vehicle Sections & new bullet effects, courtesy of Chunkofmeat.
  • Terrains, Guns, Gun Mods, Tools, Traps, Vehicle Parts & Misc Items.

In Google Drive:
https://drive.google.com/file/d/0BxOjT8xhbKf7MWwxNVpMWHlHejQ/edit?usp=sharing