Raga 32x32 Tileset [WIP 85%]

UPDATE 6:

  • UI Effects Revision & Vehicle Sections, courtesy of Chunkofmeat.
  • Clothes, courtesy of Oakforce.
  • Vegetables, courtesy of Ruxe.
  • Fields, Terrains, Creatures (Completed *), Vehicle Parts, Tools, Melee Weapons & Misc Items.

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

  • Creatures are completed in the sense that ALL have a valid GFX. There is a special group of creatures the Original Author, Deon, decided to map to the same GFX. I don’t want to spoil the fun of discover them, so further explanations are “hidden” ;):

Nether Creatures have the same GFX, due to their varied shapes and, more important for the player, the wildy different powers & resistances I will split them into individual GFX on the next couple of updates.

Due to New Year’s Celebrations and other harmfull activities ;)… I will miss this Thurdsday update so the next one will be on Monday 6th 2014… Happy New Year for every1!!!.

Could you explain as to an idiot how I go about zooming this? (24x24 for preference). I’m not grokking it.
Thanks

Requires an image editing tool (paint, gimp, photoshop, etc) and a text file editor (Beforehand, be sure you copy the whole tileset directory somewhere so you can restart in the case you mess anything).

  • First step is to inform the game about the new tile size. Go to your tileset directory (For this one would be gfx/RagaTileset/) and open “tile_config.json” with your text editor. The first lines look like this:
{
    "tile_info":
    [
        {
            "height": 32,
            "width": 32
        }
    ],
    "tiles":
    [
        {
            "id":"corpse",
			"fg":274,
            "rotates":false
        },

As you can guess you need to change the height and width parameters from 32 to 24. Once you do, the game will split the base image into 24x24 pixels sections (Watch the commas, parethesis and brackets… DO NOT change them. JSON files are quite strict and if you remove any of them, the game will welcome you with a nice blank screen and an error message. Later can be a pain to locate were the freaking comma is needed… So it’s better to be careful in advance :wink: ). Save replacing the original “tiles_config.json” file.

  • Now you need to reduce the scale of the gfx image (In the case of this set is in the same directory and named “ragatiles.png”). The resizing operation is simple but the final results depend on the quality of the filters selected by the editing tool you use. You need to calculate the final size of the whole image which is a straight linear calculation (I’m using the actual size of ragatiles, but the process is the same for any other tileset with any dimensions for as long as they contain whole cells… If you have to deal with a base image that contains borders you will need to truncate any floating number in the following calculations and, OFC, cut the borders leaving only the real cells on your editing tool):

Ragatiles.png is 512 pixels wide and 4128 pixels high with 32x32 pixels’ cells. Well, to go for 24x24 pixels’ cells the new image has to be:

( 512 / 32 ) x 24 width -> 16 x 24 = 384 pixels wide.

And:

(4128 / 32 ) x 24 height -> 129 x 24 = 3096 pixels high.

So your new image has to be reduced from 512x4128 to 384x3096.

  • The final step details depend HEAVILY on the image editing tool you use. Without knowing the one you have available I can’t be more precisse but I will try to explain the conceptual instructions:
  • Load the gfx file (For this tileset is “ragatiles.png”).

  • Locate the image size change dialog/option. BE SURE you check for any options about “filters” or “reduction algorithms”. They control basically the final looks of the reduced image as there are different mathematical ways to deal with the tough case of what to do when you have to combine nearby pixels into a single one. Experiment with the different options (if you have) as the resulting image’s looks will change a lot.

  • Insert on the image size change dialog the height and width you calculated beforehand and be sure you deactivate any option that, instead of reducing, cuts the image.

  • After you are satisfied with the results be sure that you save the image in .png format (replacing the original one).

As a personal taste note, reducing this tileset can work on terrain, vehicles & monsters tiles but, for example, they will cripple most weapons and small items unique looks (books a good example). As you are not the 1st one asking for a smaller set, once we reach 100% completion I will study the possibility of adapting this set for other sizes but can’t promise anything solid for now.

UPDATE 7:

  • Initial Weird Creature split *.
  • Melee Weapons (Flaming Set complete :wink: ), Tools & Misc Items.

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

  • Average Spoilers

This is the 1st half of the “Weird Creature” split to “solve” the single GFX Deon used for all this kind of creatures. Those of you that have read Lovecraft’s Stories will notice the remarkable differences between the monster name and the appearance. When facing a conflict between name and ingame description I followed the ingame description.

Thanks very much for that :slight_smile:

Update 8:

  • Weird Creatures split completed. All creatures now have an unique gfx.
  • Melee Weapons, Guns, Traps & Misc Items.

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

[quote=“ragamer, post:66, topic:4401”][color=orange]Update 8:

  • Weird Creatures split completed. All creatures now have an unique gfx.[/quote]

I still see a lot of zombies as #s. Am I not installing correctly or is it the fact that I’m using Experimentals?

[quote=“The Lone Badger, post:67, topic:4401”][quote=“ragamer, post:66, topic:4401”][color=orange]Update 8:

  • Weird Creatures split completed. All creatures now have an unique gfx.[/quote]

I still see a lot of zombies as #s. Am I not installing correctly or is it the fact that I’m using Experimentals?[/quote]
Its because of the experimentals.

I still see a lot of zombies as #s. Am I not installing correctly or is it the fact that I'm using Experimentals?

My plan is to support stable releases… Most of the new entities you are seeing now on experimentals (as gray #'s) will probably appear on the next stable release (So I will add them at some point) but… Some of the entities requiring GFX dissapear as part of the branching/testing process…

…To minimize maintenance work it’s better to be sure that every drawing effort translate into entities players may end interacting with.

Sorry for the inconvenience.

ragamer, please don’t apologize. We like your tileset, appreciate your work, and understand the limitations with the frequency of added content. I just wanted to say thank you one time and maybe add some fuel to that self burning fire that is motivation.

I wish I had something constructive to add but all that’s there is praise.

Which zombies are showing up as those symbols then? I’m seeing some of those in the experimental I’m using (not the latest).

Fat zombies decayed zombies and crawling zombies, I think it was.

Will things get worse if I use the newest experimental? I want the “craft from containers” function that’s now in.

Will things get worse if I use the newest experimental?

I’m afraid it will be the case… I would love to be able to support any new important GFX (Like new creatures) on experimentals but it wouldn’t be reallistic… There are still too many placeholder GFX on the stable release to “fix”. Once I “catch up” things may change, but not for now.

Well, it’s not really a problem if it will only affect NEW creatures…

Raga`s Update 8: +

“vp_floodlight”
“vp_veh_table”
“vp_wheel_armor”
“vp_hdboard_"
"vp_hdframe_

“vp_frame_wood_*”
“vp_frame_wood_handle”
“vp_wheel_armor”

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

Raga do not worry, everything is fine. For experimental hard to keep up. All new cars must be without holes)).

Update 9:

  • Vehicle Sections courtesy of Chunkofmeat.
  • Foodstuff, Traps, Vehicle Parts & Misc Items.

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

Raga`s Update 9: +

“vp_external_gas_tank”
“vp_veh_forge”
“vp_stowboard_*”

small tiles restyling

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

Good job, Chunk. One question… As most new vehicle parts appear only on experimental builds what happened with:

vp_wheel_underbody

It has dissapeared from your last update into “tiles_config.json”.

This part In DDA 09 was excluded and no one car using it.

UPDATE 10:

  • Vehicle Sections courtesy of Chunkofmeat.
  • Foodstuff & Ammo.

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

Sorry for the delay answering PMs… Here are the examples on how “UPDATE 10” base .png gfx image looks with the “working layers” I store into my .xcf file (I hope this example clears my confusing english explanations :wink: ):

Base GFX plus Coordinate + Comments layer (Id coordinates on the leftmost column, some anotations (books for example), and the “transparent cross” to mark tiles that require revisit/polishment):

Base GFX plus Completion Mask (Different colors match different Contributors):

In both images “background white” is just a placeholder color for the alpha channel (If I posted the images directly as .png… Their visibility on this forums would be very bad).