Cataclysm: Dark Days Ahead - Official Forums

Cataclysm: Dark Days Ahead => The Lab - Contributions and Mods => Topic started by: Chezzo on February 17, 2015, 05:20:23 AM

Title: ChestHole Tileset
Post by: Chezzo on February 17, 2015, 05:20:23 AM
Check out the ChestHole tileset!

It's a combination of MShock24, Pixelhack, and Fatdog's original cataclysm tiles, plus a whole lot of work of my own. I really hope you like it, don't hesitate to tell me about it.

I'm in the latest experimental! Click here for Windows. (http://dev.narc.ro/cataclysm/jenkins-latest/Windows/Tiles/)

I'm in 0.C! Click for the full Windows install. (http://assets.cataclysmdda.com/downloads/windows_binaries/cddasdl-0.C.zip)

It has tons of wearable and wieldable icons, as well as many that are just in 0.C!

Click here to download. (http://www.moddb.com/mods/chesthole-tileset-for-cataclysm-dda/addons/chesthole-tileset-for-cataclysm-dda)

(http://chezzo.com/cdda/mbcbscreen.png)
Title: Re: ChestHole Tileset
Post by: StopSignal on February 17, 2015, 06:44:38 AM
Oh no, competence (?

Welcome! If you did that, what an awesome work! IRRC those tilesets were really outdated so you really made a good thing for the community.
Title: Re: ChestHole Tileset
Post by: KA101 on February 17, 2015, 07:19:04 AM
Saddles, etc are the same for every vehicle, I'm afraid.

That does look nicely 8-bit there.  Let's see about getting it in and perhaps removing some of the older ones.  You got the ASCII-fallback code implemented?
Title: Re: ChestHole Tileset
Post by: Chezzo on February 17, 2015, 01:21:55 PM
Thanks for the welcome! I have only played a few hours of this game, so I don't know some things I should.

Yeah, I think I got the fallback code working. It was pointing to the MShock24 directory instead of my own. (Edit: Oh, then I should prolly upload it for y'all. Done.)

How do you add tiles? I'd like to get rid of the earrings cars seem to have grown. I'm using CDDA Tileset Studio, and know little about tile_config.

Is it worth it to make the quad look horrible for the motorcycle looking great? Is there any way to change the background tile between the motorcycle and the quad handlebars?
Title: Re: ChestHole Tileset
Post by: Enke on February 17, 2015, 05:49:30 PM
This is really neat! I really can't get enough of that player texture.
Title: Re: ChestHole Tileset
Post by: Chezzo on February 25, 2015, 05:15:19 PM
I've been making a ton of wearable sprites over the last couple days!! I added armor, clothing, items, and weapons. I had a really tough time with the guns and could use everybody's help/. I made sprites for mutations too, which was a ton of fun.

So now every single profession and selected traits generates a different character. Now we've got one over on the ASCII only crowd! We can tell what we've got on with a glance. What NPCs have on too, (I think. )

(http://chezzo.com/cdda/Goons.png)

Please let me know what you think!  I feed on your praise. Also,  let me know if stuff isn't lined up right.

Did I not tile a weapon or armor or something you think is essential? Let me know that, too.

What do you guys think I should do next? Wearable bio implants? Vehicles? I ventured out of my shelter for one of the first times, and noticed I need to do glass walls and wood walls something fierce. Are there other sets of walls I missed? What walls do the sewers use?

Get it here! (http://www.moddb.com/members/chesthole/addons/chesthole-tileset-mutant-paper-dolls)
Title: Re: ChestHole Tileset
Post by: StopSignal on February 25, 2015, 06:50:47 PM
Hey, that's really amazing!

If you need to check if you missed anything you can always use the debug menu to spawn terrain or monsters or whatever you want! It's pretty simple. You need to add a command to the debug menu in options, though!
Title: Re: ChestHole Tileset
Post by: Midaychi on February 25, 2015, 07:46:50 PM
Ascii still has vehicle facing indicator, sound indicators, and IR questionmarks on tiles though.
Title: Re: ChestHole Tileset
Post by: StopSignal on February 25, 2015, 07:50:55 PM
Ascii still has vehicle facing indicator, sound indicators, and IR questionmarks on tiles though.

Well, it's your decision to use it or not, good sir! Personally I enjoy tilesets. I just think it would be good to leave that chats outside the tileset threads!
Title: Re: ChestHole Tileset
Post by: Vorchar on February 25, 2015, 09:22:29 PM
Ascii still has vehicle facing indicator, sound indicators, and IR questionmarks on tiles though.

Tilesets can have sound indicators. Vehicle facing indicator does not matter that much unless you have small vehicle. With bike and smaller it is a bit mandatory for higher speed :/

Tilesets do not support target snapping either.

Still using tilesets.
Title: Re: ChestHole Tileset
Post by: KA101 on February 26, 2015, 02:00:54 AM
Looks neat.  I take it you used the paperdolling code?

If so, I'd really appreciate your getting this as complete of shape as you can in the next few days & PR'd, what with the impending 0.C release and all.  Variable-sprite support has been in but unused, and your work could rock big stone bells.
Title: Re: ChestHole Tileset
Post by: Necrucifer on March 01, 2015, 07:13:18 PM
This looks very promising as well, not usually fond of graphical tiles like this but might have to try this as well. So the sprites change I assume upon equipping different gear is what your saying though? That is what caught the majority of my attention anyway lol.
Title: Re: ChestHole Tileset
Post by: Robik on March 02, 2015, 06:46:04 AM
I've been making a ton of wearable sprites over the last couple days!! I added armor, clothing, items, and weapons. I had a really tough time with the guns and could use everybody's help/. I made sprites for mutations too, which was a ton of fun.

Oh! I was waiting for something major to check Cataclysm again (like Z-levels or inventory revamp), but I have to try this out. I know that MShock did some experiments with layering sprites but he seems occupied with school now, so I am glad you are working on it too.

Also, thumps up for using CataTilesetStudio ;-)
Title: Re: ChestHole Tileset
Post by: Chezzo on March 02, 2015, 02:01:02 PM
Hey KA101,

I set up the Github thing but haven't PRd yet 'cause I want to finish as much as I can. Could you let me know when it is near the release?


Yeah Necrucifer,

Items, guns and ammo, everything I could think of that one would wear or equip now has an icon. I was playing just a minute ago and zombies ripped all my clothes off, and it was very satisfyingly depicted.


Robik,

You made CataTilesetStudio?! I was working without it at the beginning, searching visually for tiles through the giant tileset, maybe placing a tile every ten minutes, then going in and changing the config file by hand. It was a ton of work and I would have still been in the early stages. I would not have even KNOWN that you can add wearable and wielded icons without it.

Now I make a tile, add it to the bottom of the tileset, fire up CataTilesetStudio and it's right there in unused tiles on the right ready to be dragged and dropped. Plus the awesome search engine. Plus it changes the config file.

Thank you so much for such a wonderful tool!
Title: Re: ChestHole Tileset
Post by: KA101 on March 02, 2015, 10:27:31 PM
We were hoping to release over the weekend but with one thing and another that didn't happen.  Likely next weekend, depends on Kevin having the time and no further showstopper bugs cropping up.  Work fast and well, and we'll look forward to having a kickass paperdoll-enabled tileset in mainline.
Title: Re: ChestHole Tileset
Post by: Chezzo on March 08, 2015, 12:15:42 AM
Here's another huge update. Wing mirrors, RC cars, and a lot of the things there weren't tiles for, plus I replaced most of the walls, more wearables/wieldables.

(http://chezzo.com/cdda/skrooen.png)




(http://chezzo.com/cdda/skriin.png)
Title: Re: ChestHole Tileset
Post by: KA101 on March 08, 2015, 12:32:40 AM
Looks lovely.  This to current spec then?
Title: Re: ChestHole Tileset
Post by: Chezzo on March 08, 2015, 09:58:35 AM
Yeah, this should be good with the 'sperimental. And with 0.C!
Title: Re: ChestHole Tileset
Post by: nickspaceman on March 08, 2015, 01:06:01 PM
right so. I just got this. it looks great! but uh. I have a really big monitor. any well its kinda hard for me to see what im doing even when im zooned in all the way. is there anything I can do to fix this?
Title: Re: ChestHole Tileset
Post by: Chezzo on March 08, 2015, 01:50:17 PM
Are you zoomed out? Hit Z a couple times. Better or worse?

You could change how many cells you see, (hit ?, 2, >, >, lower the terminal width and height)
Title: Re: ChestHole Tileset
Post by: StopSignal on March 08, 2015, 03:21:53 PM
That's strange, considering this tileset is big. Well, doubling the size of the tileset would be kinda easy, if you want I could send you a build like that.

But that only if the zoom does not work!
Title: Re: ChestHole Tileset
Post by: nickspaceman on March 08, 2015, 09:03:18 PM
That's strange, considering this tileset is big. Well, doubling the size of the tileset would be kinda easy, if you want I could send you a build like that.

But that only if the zoom does not work!
that would be great. I ment to make it clear that I tried zooming on the post. sorry and on the other thing. if I mess with the settings I get black bars. so I don't do that. I keep with what works
Title: Re: ChestHole Tileset
Post by: StopSignal on March 08, 2015, 09:46:29 PM
I hope this helps.

http://www.mediafire.com/download/1fy6c8xbkjmsli8/ChestHoleTileset.rar

(click to show/hide)
Title: Re: ChestHole Tileset
Post by: Rivet on March 08, 2015, 09:48:12 PM
Very nice tutorial, StopSignal!
Title: Re: ChestHole Tileset
Post by: Rhodri on March 08, 2015, 10:18:46 PM
I find this tileset's representation of my character without equipment funny.

(http://i.imgur.com/vYNuIty.png?1)

(http://i.imgur.com/Dem0bJO.png?1)

My dude with and without his equipment, respectively.

I think I used to much mutagen.
Title: Re: ChestHole Tileset
Post by: Chezzo on March 08, 2015, 11:12:04 PM
MAAAAN, I am just going to get rid of, or totally tone down the tiles for heavy sleeper, and ugly.
Title: Re: ChestHole Tileset
Post by: KA101 on March 09, 2015, 12:30:16 AM
MAAAAN, I am just going to get rid of, or totally tone down the tiles for heavy sleeper, and ugly.

Uh, why would someone visibly look different because xe's tough to awaken once sleeping??  (Presuming no pranksters around or anything, just physical appearance.)
Title: Re: ChestHole Tileset
Post by: Chezzo on March 09, 2015, 10:00:08 AM
I meant Sleepy, I think. Or maybe both. Anyways, I just lowered the eyelids by one pixel.

I have to be careful changing the face because the starting perks lay over mutations, I guess. Beauty is skin deep, but ugly is to the bone.
Title: Re: ChestHole Tileset
Post by: The Lone Badger on March 09, 2015, 10:04:09 AM
Looking good!
This is 24x24?
Title: Re: ChestHole Tileset
Post by: Chezzo on March 09, 2015, 10:09:51 AM
Yeah, mine is 24x24, you can download StopSignal's above if you want 48x48. The smaller the better, in my opinion, but to each their own.

I'm in 0.C! Yay!
Title: Re: ChestHole Tileset
Post by: The Lone Badger on March 09, 2015, 10:12:24 AM
Yeah, mine is 24x24, you can download StopSignal's above if you want 48x48. The smaller the better, in my opinion, but to each their own.

I like 24 so I was hoping for that. (Can't see far enough in 32x32, can't make things out easily in 16x16). Nice.
Title: Re: ChestHole Tileset
Post by: moist_zombie on March 09, 2015, 11:54:08 PM
This is.. fantastic.. :O This paper-doll action may finally boot me out of Ascii Country for good :D Reminds me of Binding of Isaac and my favorite elderly console RPGs at the same time :)
Title: Re: ChestHole Tileset
Post by: KA101 on March 10, 2015, 12:15:36 AM
Yeah, mine is 24x24, you can download StopSignal's above if you want 48x48. The smaller the better, in my opinion, but to each their own.

I'm in 0.C! Yay!

Welcome to the open source community, Chezzo.  :-)
Title: Re: ChestHole Tileset
Post by: Litppunk on March 10, 2015, 04:30:01 AM
cool stuff. Dam you people. I just got stop's brown bears one and now I am actually contemplating using this one...instead? As well? Idk....WANA EXPLORE ALLL THE TILES :D
Title: Re: ChestHole Tileset
Post by: Robik on March 10, 2015, 05:21:58 AM
I hope this helps.

http://www.mediafire.com/download/1fy6c8xbkjmsli8/ChestHoleTileset.rar

Thanks, that helped a lot. I tried rescaling in Paint.NET, but ended up with broken edges.

I prefer larger tileset, because we have 2 levels of zoom-out in game, so it is no problem to make bigger tileset smaller, but opposite is impossible. With your 48/48 I can zoom out to 24 / 24 or 12 / 12 whenever I need to see bigger area.
Title: Re: ChestHole Tileset
Post by: Litppunk on March 10, 2015, 05:23:40 AM
I hope this helps.

http://www.mediafire.com/download/1fy6c8xbkjmsli8/ChestHoleTileset.rar

Thanks, that helped a lot. I tried rescaling in Paint.NET, but ended up with broken edges.

I prefer larger tileset, because we have 2 levels of zoom-out in game, so it is no problem to make bigger tileset smaller, but opposite is impossible. With your 48/48 I can zoom out to 24 / 24 or 12 / 12 whenever I need to see bigger area.

It was 3 zoom levels last I checked but maybe some sets are different?
Title: Re: ChestHole Tileset
Post by: Robik on March 10, 2015, 05:29:02 AM
I hope this helps.

http://www.mediafire.com/download/1fy6c8xbkjmsli8/ChestHoleTileset.rar

Thanks, that helped a lot. I tried rescaling in Paint.NET, but ended up with broken edges.

I prefer larger tileset, because we have 2 levels of zoom-out in game, so it is no problem to make bigger tileset smaller, but opposite is impossible. With your 48/48 I can zoom out to 24 / 24 or 12 / 12 whenever I need to see bigger area.

It was 3 zoom levels last I checked but maybe some sets are different?

That depends if you count default zoom level, I don't. It is automatic for all tilesets, no differences here.
Title: Re: ChestHole Tileset
Post by: Litppunk on March 10, 2015, 05:33:59 AM
Ah ok, that makes sense then.
Title: Re: ChestHole Tileset
Post by: Wayfarer on March 11, 2015, 03:47:58 AM
Dude, very nice work!  Love it!  Especially the paper doll thingy.

EDIT:

FYI, Just wielded a nailbat and there's no wielded graphic for that at the moment.

I just added this in to the tile_config.json to account for it, same graphic number as a wielded normal bat.
Code: [Select]
{
          "id": "overlay_wielded_nailbat",
          "fg": 1260,
          "rotates": false
        },
Title: Re: ChestHole Tileset
Post by: RufusFromOlGermany on March 16, 2015, 07:40:17 PM
Good evening (in Germany ;P), fellow survivors!
(1st post - let's celebrate that!)
I got a little question here!
The tileset is f'in awesome! But I don't like (personal taste) the windows, walls and so on. (the rest is perfect!)
Now I've got the included MShock24 tileset and I want to integrate those structural tiles in that tileset.
- the problem is: The tileset editor isn't working with the new tilesets, I don't have any experience in programming
                            or else (if you need it)



How do I do that? =)
(Or if somebody is nice enough, he'd possibly do it for me :P)




With best regards -


Rufus :3

Title: Re: ChestHole Tileset
Post by: Robik on March 17, 2015, 06:21:35 AM
...
How do I do that? =)
...

I would do the following:


It will work only if you are changing tiles that are existing in both tilesets, but if I understand you correctly, that's what you want.
Title: Re: ChestHole Tileset
Post by: RufusFromOlGermany on March 17, 2015, 01:10:11 PM
Perfect!
Thank you very much! :3






-Rufus
Title: Re: ChestHole Tileset
Post by: Kryxx on March 23, 2015, 07:49:24 PM


Love this tileset.  I don't agree with all of the looks, but I'm not overly picky. (like the heavy survivor helmet is cyan with a pink stripe, I thought I was wearing a football helmet at first.)

But having each NPC that runs up to you looking different is so nice.   

Good job Chezzo.
Title: Re: ChestHole Tileset
Post by: Rivet on March 23, 2015, 09:13:42 PM
I'm really impressed with this tileset, and look forward to seeing each new update.
Title: Re: ChestHole Tileset
Post by: Chezzo on March 27, 2015, 01:28:20 PM
Thank you so much Rivet, and everyone. You guys are awesome and are making me want to work on this.

Another huge update hit the experimental, reclining seats and sharp rocks being the major ones. Got some musical instruments in there, but they are wrong and just place holders.

Here's a screenshot:

(http://chezzo.com/cdda/isochezzo.png)

Whoops, no that's something Sparr is working on. (I AM SO EXCITED, AREN'T YOU EXCITED!?)

Here's an actual screenshot:

(http://chezzo.com/cdda/screench2.png)

Title: Re: ChestHole Tileset
Post by: StopSignal on March 27, 2015, 02:13:58 PM
Thou hast to show me how to try that!

And looking forward to the update!
Title: Re: ChestHole Tileset
Post by: Chezzo on March 29, 2015, 07:10:57 PM
My house caught fire! I made all new doors, windows, and walls for the tileset, and now they are magma. I miss them more than all my stuff.

I'm at a hotel right now with no computer, just a tablet.
Title: Re: ChestHole Tileset
Post by: StopSignal on March 29, 2015, 08:26:03 PM
Woah, hell!
I'm sorry, fudge. That must be horrible. You are ok?
Title: Re: ChestHole Tileset
Post by: Chezzo on March 29, 2015, 08:50:14 PM
Thanks, StopSignal. You and Seawolfe and Kevin Granade sure know how to make a man feel better.

Yes, me and my family are okay.

I need a new computer, until then I am developing this tile set on my Android phone. Which is about as fun as it sounds!
Title: Re: ChestHole Tileset
Post by: StopSignal on March 30, 2015, 05:11:25 AM
/hugs

I wish I could be of any help, if I had internet in my computer rather than only in my phone. Hey, I hope things get like before soon. And don't worry, the important thing is to be okay and take care of the family, this things go later.
Title: Re: ChestHole Tileset
Post by: Litppunk on March 30, 2015, 02:43:40 PM
Ah thats a real bummer man. I just helped a friend rebuild some stuff after HIS place burned to the ground.... houses don't seem THAT flammable until you realize just how much plastic is in them :(. If you were nearby Id offer to help cleanup, but sadly you are likely in another state. Well wishes to you and your family, awesome as the tile set looks family comes first. Take care of all that IRL stuff, then come back and make more badassery!
Title: Re: ChestHole Tileset
Post by: JazzGuru on March 30, 2015, 04:04:47 PM
Sorry to hear that Chezzo.  Glad to hear you and your family are okay though.  Your tileset is awesome, but only carry on with it once you are comfortable again... :)
Title: Re: ChestHole Tileset
Post by: KA101 on March 31, 2015, 05:43:01 AM
Sorry to hear that Chezzo.  Glad to hear you and your family are okay though.  Your tileset is awesome, but only carry on with it once you are comfortable again... :)

And if the routine of working on the tileset is helpful to you (some folks work that way; others do not, and that's OK), by all means work on it to the degree that it's helpful to you to do so.  The major focus is you & yours recovering from the fire.
Title: Re: ChestHole Tileset
Post by: Litppunk on March 31, 2015, 05:56:31 PM
Sorry to hear that Chezzo.  Glad to hear you and your family are okay though.  Your tileset is awesome, but only carry on with it once you are comfortable again... :)

And if the routine of working on the tileset is helpful to you (some folks work that way; others do not, and that's OK), by all means work on it to the degree that it's helpful to you to do so.  The major focus is you & yours recovering from the fire.

^^^ well said. Couldn't agree more. Fast recovery, and may your life be a happy one as you take on DF like challenges IRL, and your losses and victories be enjoyable.
Title: Re: ChestHole Tileset
Post by: Shrde on April 03, 2015, 07:00:16 PM
Why are the windows and doors different in the picture preview than the tileset im using in 0.C
Title: Re: ChestHole Tileset
Post by: Chezzo on April 08, 2015, 07:57:14 PM
The updated tileset is in the latest experimental, or you can grab it here (http://www.moddb.com/members/chesthole/addons/chesthole-tileset-no-rotation-or-isometric).
Title: Re: ChestHole Tileset
Post by: Trinsic on April 11, 2015, 07:08:31 PM
Character icons change based on clothing and mutations?! O.o

I think I'm in love :D

Awesome work!
Title: Re: ChestHole Tileset
Post by: Shrde on April 11, 2015, 11:30:51 PM
Can you make open windows not look the same as broken.
Title: Re: ChestHole Tileset
Post by: Chezzo on April 16, 2015, 03:49:06 PM
Another huge update. I (think I) finished monsters! Every single monster has a tile. It is in the latest experimental.

Also changed up foodstuffs so they are all the same style. 

I added opened windows  for everyone. Also, tailor's kits, thermometer, grapnel, karate belts, about the cutest pair of simple wooden geta you have ever seen, multicookers and the multicookers of your nightmares.

I still have to tile YOUR MOM. (Ooooh.)

Screenshot:

(http://chezzo.com/cdda/mbcbscreen.png)
Title: Re: ChestHole Tileset
Post by: Rycon Roleplays on April 18, 2015, 01:12:45 AM
Chezzo I would like to commend you on the amazing job you have done with this texture pack, it gives the game an entirely new feel. I'm using it for my current Cataclysm series on YouTube.

I'm really sorry to hear about the fire and I hope you and yours are getting by okay.

Cheers
Title: Re: ChestHole Tileset
Post by: Litppunk on April 18, 2015, 04:43:50 AM
IMO things to do that would improve the tile set:
*make searchable type shrubs and trees different sprite then ones that can only be smashed
*Change the stairs so that they correlate with the >, < keys the...upstairs sprite is backwards I think.

nice tile set and great work with all the sprites so far ^.^
Title: Re: ChestHole Tileset
Post by: Chezzo on April 18, 2015, 11:52:05 AM
Litppunk: I thought I had already made those changes. When you are upstairs, you are looking at a downstairs tile. When you are down stairs, an upstairs tile. Also, the searchable shrubs and trees, I know I did different tiles for strawberries, and my tiles for everything else edible I think are a different color green than everything else. Fair enough, it could be more clear. Apple trees have apples. 

So help me out here, what shrubs and trees specifically? Also, what are you on about in:re the stairs?

Rycon Roleplays: I am honored to be part of your let's plays! I was hoping some enterprising young let's player would pick up on this. You are just foreign enough to my ears to sound fun and interesting, and you know lots about the game. I'd say you've got the best let's play going.

Thanks for the kind things you said in your set up video, too.
Title: Re: ChestHole Tileset
Post by: StopSignal on April 18, 2015, 05:28:18 PM
This is looking amazing, man. Keep going!
Title: Re: ChestHole Tileset
Post by: Zaylin on April 18, 2015, 10:17:33 PM
Seeing bags of "Zays" brand chips makes me a wee bit amused, if only for the likely coincidental relevance to my username.
Title: Re: ChestHole Tileset
Post by: alamarx on April 24, 2015, 01:58:33 AM
There is a slight issue in the experimental builds with this tileset causing jumping spiders to use the same image as decaying zombies.
Not really game-breaking, but definitely makes one nervous when you are wandering the woods and come across a random dozen "zombies" out of nowhere.

On an unrelated note, I love this tileset, especially the character model that changes based on the gear you wear. I only wish there were options to choose your skin color, having all men have brown skin and all woman white seems slightly off to me.
Title: Re: ChestHole Tileset
Post by: CIB on April 24, 2015, 07:43:59 PM
This is a pretty amazing tileset, thank you for creating this! Also a thanks to Robik for adding the overlay feature to their tileset GUI. :)
Title: Re: ChestHole Tileset
Post by: Loendal on April 28, 2015, 07:18:58 AM
I'll throw my props in here too; I've been using this tileset since .C came out and it's excellent.

Well done!
Title: Re: ChestHole Tileset
Post by: Necrucifer on May 08, 2015, 06:37:09 PM
By far my favourite since I got around to playing again. Thanks again for the compilation let alone your own work :) Hope you keep this going.
Title: Re: ChestHole Tileset
Post by: The Lone Badger on May 08, 2015, 11:05:24 PM
There seems to be no paperdoll image for the diamond katana (and presumably other diamond items). As a placeholder could it use the regular katana sprite?
Title: Re: ChestHole Tileset
Post by: HurricaneJoe on May 17, 2015, 11:06:31 AM
Registered an account just to let you know how much I appreciate your work, hopefully it continues into the later versions as more stuff gets added. Fantastic job, thanks for the effort.
Title: Re: ChestHole Tileset
Post by: Rycon Roleplays on May 20, 2015, 09:48:42 PM
Hey Chezzo,

Sorry if this has been asked before I did a bit of a search and couldn't find it. What is the difference between your two packs in the experimental branch. ChestHole & ChestHoleTileset
Title: Re: ChestHole Tileset
Post by: Chezzo on May 21, 2015, 06:38:49 PM
Thank you all for the kind words, especially HurricaneJoe, who made me incredibly happy and made me work all the harder on my set. I've got an update in the works where I fix the walls, thanks to Sparr! I finally got walls I like, after a long time working.

Rycon, that ChestHoleTileset is the very very experimental isometric version Sparr made. I didn't know it was in the experimentals even! I will fix that set as soon as I get this version with the fixed walls out.

Title: Re: ChestHole Tileset
Post by: Chezzo on June 05, 2015, 01:55:30 PM
THE NEW TILES ONLY WORK IN THE EXPERIMENTAL!

I made y'all new tiles with manual tile rotation! There's no manual tile rotation in 0.C, so they don't work in the stable, only in the latest experimentals. Here's a screenshot:

(http://chezzo.com/cdda/screengoodenough.png)

I'm not really happy with the walls. Here (http://chezzo.com/cdda/screenwallssimplewindows.png) are (http://chezzo.com/cdda/screenthickwalls.png) some (http://chezzo.com/cdda/screenplaindoors.png) of my other (http://chezzo.com/cdda/screen3rdtryc.png) attempts (http://chezzo.com/cdda/screen3norotation.png).

I will be coming back and fixing the walls. I want to explore all the other fun stuff I can do with manual rotation, first.

Also, I added new monsters to keep my all the monsters in the game status, (I accidentally called mon_zombie_corrosive mon_zombie_caustic however, it'll be fixed next update) and lots more!
Title: Re: ChestHole Tileset
Post by: Robik on June 05, 2015, 02:46:41 PM
Looks like I should integrate the rotating tiles feature into my editor. Though I am away this weekend, so most likely during the next week.
Title: Re: ChestHole Tileset
Post by: Rycon Roleplays on June 07, 2015, 04:55:52 AM
Looking real good Chezzo
Title: Re: ChestHole Tileset
Post by: Antistar on June 07, 2015, 05:51:14 AM
It figures I would hear about some development with making tilesets directly after updating RetroDays. ;-)

So what's the deal with the manual tile rotation stuff? Is there a thread on it somewhere?
Title: Re: ChestHole Tileset
Post by: loogie on June 15, 2015, 05:14:17 AM
Chezzo, banging tileset man.

I have officially created an account, and posted my first post just to tell you how awesome your work is. Keep it up!

If you wanted to know a few other streamers/let's player's for cdda (who I believe have been using chesthole since it's been available), you can check out these fine fold

http://www.twitch.tv/silverdragon_
http://www.twitch.tv/sirtwiggy
http://www.twitch.tv/johndagger

The don't exclusively play cdda, (johndagger is usually playing it tho) but they are usually always playing survival games!

I love the cdda community, sitting in their channels i've met a few people who have been busy making cars and equipment that has made it into builds. it's amazing to see how easy it seems to be to create these things.

I'm tempted to pick up a torch myself and see what i might be able to accomplish. thanks for all the great work. not just you, but all!
Title: Re: ChestHole Tileset
Post by: egomassive on June 19, 2015, 03:22:01 AM
I'm so happy to see this tileset with playable characters that change appearance. I was contributing to MShock24's tileset, and tried my hand at new characters. They sucked. Then MShock24 disappeared, so I set it aside. It's so good to see that someone has picked up the torch. Keep up the good work!
Title: Re: ChestHole Tileset
Post by: Chaz on June 20, 2015, 07:06:21 PM
I really really love how this tileset looks, but at the same time I want to use a custom sprite for my own Moth Mutant character class, and I am not 100% sure how to make that work, as he has a number of mutations built in to him from the get-go.

I might be able to cobble together a sprite for MothChaz myself, but as I said I'm not 100% sure how Chesthole's clothing and mutations system figures into how my sprite gets affected, haha. Definitely gonna give it a look, though!
Title: Re: ChestHole Tileset
Post by: WIndburns on June 25, 2015, 09:52:59 PM
I was wondering if you going to remake the car textures? They look pretty incongruous with the pixelated style.
Title: Re: ChestHole Tileset
Post by: Gergoric on June 30, 2015, 05:46:17 PM
I tried the iso-version and the controls seem to be a bit confusing because they are rotated.
Would it be possible to auto-remap them if I choose the pack in the options menu?
Title: Re: ChestHole Tileset
Post by: Chezzo on July 02, 2015, 06:38:41 PM
Thanks so much, Loogie. You rule.

Egomassive: Want to contribute to this tileset!? I have so many tiles to do still!

Chaz: Thanks. This tileset does have a few mutations, and I do plan on adding more. That said, you can certainly add your own mutations. Just look up one of the mutations I did and change the values. Let me see it when it is done, maybe I'll add it in.

WIndburns, Vehicles are crazy, but yeah I plan to redo them. Especially with the new manual tile rotation. I can't wait to see what I can do.

Gergoric: Sure you can re map those controls. I don't know how I could tie the remap to the tileset though.

Title: Re: ChestHole Tileset
Post by: StopSignal on July 02, 2015, 08:19:53 PM
Wowz I thought you had left! Hi man! How is the tileset going? d:
Title: Re: ChestHole Tileset
Post by: FatherTed on July 06, 2015, 04:22:18 AM
I have a few questions if you can answer. How is it that you did your overlays? I'm planning on making mine over an image of the player sprite, so that I know they fit. And about how long did it take you to make most of them? I hope I'm not pestering you too much here.

Edit: A final question, how do you ensure your tile.png (the grid full of all the tile images) is in the correct shape?
Title: Re: ChestHole Tileset
Post by: StopSignal on July 06, 2015, 06:05:57 AM
I'll answer for him, if he pardons me.  Exactly like you do them, that is the most comfortable way! As long that at the end you erase (or move, if you are using photoshop and used another layer for the model) the model, the it's great!

The time spent doing them depends, of course, in the details you are aiming for. In this tileset which is really detailed yet cartoony, i guess it takes a while to feel content with an overlay. In mine, it's just a minute. Choose how to make yours!

And how to ensure that it's ok? Try it! d:
Title: Re: ChestHole Tileset
Post by: Userfredle on July 14, 2015, 03:12:35 AM
 Had to comment on Chesthole, simply astounding tileset, ive never seen a tileset that actually changest with choices and items, Incredible!

Please keep in mind i havent played cataclysm in a year so Im not very thorough on all the different new tilesets.

Keep it up M8 cheers :)
Title: Re: ChestHole Tileset
Post by: egomassive on July 15, 2015, 11:32:39 PM
Egomassive: Want to contribute to this tileset!? I have so many tiles to do still!
I'm not willing to help at this time. I'm very involved in other projects. However, I've been playing CDDA lately and I noticed some tiles I've already made that are missing. Since this set is heading towards a pixelated look these don't really match, but there's still plenty of stuff that looks like this in your set. I've scaled them down to 24 pixel squares. There is a boiled_egg in your set already, so this one is unnecessary. You have a Fungal Fighter too, but your's is a mushroom when it's supposed to be a plant. If you don't want to use some of them, then don't. It's your tileset after all.

(http://egomassive.com/cdda/CDDASample7sm.png)
knife_hunting, warhammer*, paint_brush, f_indoor_plant_y, egg_bird, egg_reptile, boiled_egg;
maid_dress, dance_shoes, swim_fins, boots_western, knee_high_boots, wooden_barrel, fungal_fighter.
*The warhammer is filed under Generic.
Title: Re: ChestHole Tileset
Post by: WIndburns on July 21, 2015, 06:09:15 PM
Really love this tileset!
Title: Re: ChestHole Tileset
Post by: Chezzo on July 23, 2015, 05:56:13 AM
Thanks for the kind words everybody! Hey, here is the often asked for tileset at 32x32:

http://chezzo.com/cdda/ChestHoleTileset32.zip

Edit: I put this up here, thinking I could finish it before morning, but I only got about 1/3 of the way (in four hours!) done. I'm too tired to pixel now, I'm making mistakes. I'll finish it tomorrow!)
Title: Re: ChestHole Tileset
Post by: Litppunk on July 23, 2015, 06:21:52 AM
cool stuff, definately going to to make sure tileset is included next time I update.
Title: Re: ChestHole Tileset
Post by: c4bombexpert on July 27, 2015, 08:11:20 AM
Made an account just to say Thank You for such a great tileset!  I certainly don't mind ASCII at all, but seeing the NPCs and Player Characters actually wearing what they have on is amazing.

I did have one question/request though.  Is there anyway you could change the colors of the Food Trees (Apples, Apricot, Cherry)?  I'm not really great with making tiles myself, but I can barely tell the special trees from normal ones.  I'm partially colorblind so differentiating similar colors is difficult.  I can tell the apples apart because they have big red dots, but peaches and apricots look so close to green for us with bad eyes lol.  I know the trunks are slimmer, but it's still not easy.

I thought maybe I could just edit the tileset image and paint/ps them to help my eyes out, but I don't know if that's how the tilesets even work.  Kinda sad considering how much I play this, DF, and CoQ.  I think part of the problem is fruit used to show up under the V menu, but now they don't show up at all.
Title: Re: ChestHole Tileset
Post by: Chezzo on July 27, 2015, 06:31:17 PM
Thanks, c4bombexpert! That was really nice of you.

Sure I can fix those trees for ya. I think this has been asked of me before, but I didn't know what they were asking. You got it, man. Thanks for letting me know.

I also made broken cars actually look broken! So that you can tell at a glance now too.

I don't mind ASCII either, but I know for some it is like reading the matrix. Hey, I first cut my teeth (on Smart Kobold but then) CoQ too!

You can certainly do it that way you mentioned though, yeah. You can just save it right over tiles.png.
Title: Re: ChestHole Tileset
Post by: WCG on August 09, 2015, 03:00:59 PM
Another guy with bad eyes here. I like the tileset, but I had to stop using it, mostly because I couldn't see the cursor when I was looking around.

Or is "cursor" really the right word? Anyway, when I press 'x' to look around, I couldn't tell what tile I was looking at - especially once I lost track of where it was. That's because the indication is so faint, especially against the brown of the ground.

No big deal. I just went back to MShock32. And I'm in my 60's, so I'm not the typical player here. As I say, my eyes aren't great (in fact, in the game, I can't read the dark blue text against a black background at all), so above all else, I need a graphics pack that's really clear, with obvious items.

No need to change anything for me. Just thought I'd comment. I do like your graphics, in general. Nice job!
Title: Re: ChestHole Tileset
Post by: JazzGuru on August 12, 2015, 02:37:48 AM
This is a great tileset, but I just wish it was a bit bigger.  I can't see too well, and hence I miss out on a lot of the effort that you have put into it... :)
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 12, 2015, 07:34:11 AM
Well, someone broke explosion animations for tiles, as I've seen it affects MShock, MShock Modded, yours, and likely all the others.

Basically we to add tile_config entries for "explosion_weak" and "explosion_medium" in addition to the old "explosion" sprite assignment. Was planning to PR a stopgap measure of re-using the sprite assignment for explosions so we can at least get non-buggy explosion animations until all tileset authors decide whether or not to sprite up correspondingly weaker sprtes to use.

Unless you've fixed this or intend to fix this for your own tileset? Figured I should ask permission before doing anything more than unfucking MShock Modded. ^^"

For now though, will wait before messing with your tileset, other tilesets are being fixed in https://github.com/CleverRaven/Cataclysm-DDA/pull/13251 (https://github.com/CleverRaven/Cataclysm-DDA/pull/13251)
Title: Re: ChestHole Tileset
Post by: Chezzo on August 12, 2015, 11:35:21 AM
Haha, you told me how to fix it here, and I told you how to fix it on github.

https://github.com/CleverRaven/Cataclysm-DDA/issues/13250
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 12, 2015, 04:28:08 PM
Ah, delicious recursive problem-solving.
Title: Re: ChestHole Tileset
Post by: Fitzgerald on August 13, 2015, 03:40:06 AM
hey! I love your tileset, but I'm curious if it would be possible to get to choose a different appearance for your character
Title: Re: ChestHole Tileset
Post by: Shrde on August 16, 2015, 06:28:03 AM
How do I keep my tiles set upto date
Title: Re: ChestHole Tileset
Post by: Chezzo on August 19, 2015, 11:41:32 AM
Two and a half weeks ago, I checked my missing tiles, and I had nine hundred and seventy seven tiles missing. The last time I checked, it was somewhere in the eight hundreds. I felt like I had done nothing. Like I was pushing a boulder up a hill, and it was slipping down two steps for every step up I took. I felt like I was in a Paula Abdul song (https://www.youtube.com/watch?v=xweiQukBM_k).

I got discouraged, and felt like quitting.

Instead, I punched that boulder in his stupid boulder face.

I am very proud to say that I did it. 18 days, 977 tiles. The boulder is on top of the hill.

I have no more missing tiles. Not one. From 10mm to zweihander, every single thing has a tile.

You can get it on my GitHub fork here (https://github.com/Chezzo/Cataclysm-DDA/tree/ChestHoleAsciiAllKilled/gfx/ChestHoleTileset) or all ready to unzip into your gfx folder here (http://chezzo.com/cdda/ChestHoleTilesetAsciiGone.zip) or I submitted a pull request, I'm sure it will be in the experimental version soon.

In addition to that, I added broken cars, so wrecks look wrecked. If a car has broken seats, you can tell from a glance.

Thanks to zava for the eight tiles he contributed to the cause, dRbiG for the tunes, and Lorith, Esdian, Dodging_Rain, Gim, and everybody else in IRC for cheering me on, and the letter Y.

Still lots of missing worn and wielded, but they don't show up on lists. I am on them though.

TL:DR; I made a tile for EVERYTHING. All your ASCII belongs to us.
Title: Re: ChestHole Tileset
Post by: StopSignal on August 19, 2015, 03:12:03 PM
Congratulations, Chezz! That's an incredibly awesome thing!
I'm totally going to check the new tiles later.

Still, no time for sleeping, as tomorrow will have new tiles for you!
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 19, 2015, 04:06:48 PM
Kickass, Chezzo.

I'm still gonna rue the day I decide to stop being lazy and implement sprites for the Dinomod and Animatronic Monsters. @_@
Title: Re: ChestHole Tileset
Post by: Chezzo on August 19, 2015, 05:16:04 PM
Hmmn, all the mods put together ARE only 428 more tiles...
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 19, 2015, 05:27:10 PM
Heheh. Though it isn't that high a priority, the only things that overtly stand out are terrain additions, unless your tileset uses a fallback method that avoids the transparency issues.

Solving that is literally the very thing that motivated me to make an MShock derivative, way back when, because that "pine lean-to" looked error-tastic using fallback tiles.
Title: Re: ChestHole Tileset
Post by: JazzGuru on August 20, 2015, 06:54:33 PM
Yeah, you tileset people work miracles!  Especially with the rate at which new stuff is being added to this amazing game.  MShock Modded is still missing a few things, like the new instruments and the suitcases.  I hope it will be updated sometime... ;)
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 20, 2015, 07:56:57 PM
Ah right, I'll need to add instruments. And suitcase. And the trees that are being added. And the Medieval Mod stuff... owo
Title: Re: ChestHole Tileset
Post by: JazzGuru on August 20, 2015, 09:13:00 PM
No pressure! :D

I admire every single person that contributes to this game.

I still need to get my ass into gear and learn how to submit PRs, as I've spotted a few typos that I would like to sort out... :)
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 20, 2015, 09:27:12 PM
Have been working on a tileset update anyway, after all. As for contributing, the thread for that ( http://smf.cataclysmdda.com/index.php?topic=1063.0 (http://smf.cataclysmdda.com/index.php?topic=1063.0) ) helped me quite a bit, though it takes a while to get used to working with Github. Trust me, I fumbled with it for quite a while. X3
Title: Re: ChestHole Tileset
Post by: JazzGuru on August 20, 2015, 10:03:29 PM
Thanks man, I'll have to take a look at that sometime.

Anyway, I'll stop derailing Chezzo's thread now... :)
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 20, 2015, 10:14:03 PM
Aye. To get back on track, hope that Chezzo's endeavors towards spriting mod content goes well.
Title: Re: ChestHole Tileset
Post by: Chezzo on August 22, 2015, 03:53:47 AM
(http://chezzo.com/cdda/autumn.png)


I love New England in the autumn, when the leaves turn colors. Don't you?
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 22, 2015, 04:09:25 AM
[Envy Intensifies]
Title: Re: ChestHole Tileset
Post by: JazzGuru on August 22, 2015, 02:42:13 PM
That is AMAZING! :D
Title: Re: ChestHole Tileset
Post by: derval on August 23, 2015, 04:10:46 PM
Amazing update !
Haven't seen Autumn in-game yet but already enjoying all the other additions !
Thank you thank you ! <3
Title: Re: ChestHole Tileset
Post by: jaked122 on August 23, 2015, 08:44:30 PM
I love New England in the autumn, when the leaves turn colors. Don't you?
You leafer.

I'm jealous too, though I suspect that the most recent tileset update that I just saw included it.
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 23, 2015, 08:46:28 PM
I might have to ponder doing that with the MShock Modded set, though already got a lot of content I'd decided to work on.

On the subject...hmm. How'd you sprite up the bagpipes, anyway? My take on it has looked a tad derpy so far.
Title: Re: ChestHole Tileset
Post by: jaked122 on August 23, 2015, 08:50:37 PM
Bagpipes in general. (https://www.youtube.com/watch?v=fPedwnc5e_s)
Just use that as what you base the sprite off of.
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 23, 2015, 09:07:36 PM
Well that is derp. My current sprite for it is based off of the medium waterskin (hell if I know what I edited into that) with projections for the pipes. :V
Title: Re: ChestHole Tileset
Post by: JazzGuru on August 23, 2015, 09:43:38 PM
I wouldn't worry too much.  The bagpipes is an awful instrument anyway... ;)

<me - waits to get something hurled at me by an angry Scotsman... :D
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 23, 2015, 09:57:49 PM
I just don't want my sprite for it to be so derpy that I get a claymore tossed at me. ;A;

EDIT: I screwed up some sprite assignment, causing things like tubas pretending to be trees, spiral stones pretending to be random chunks of explosion, etc.
Title: Re: ChestHole Tileset
Post by: ejseto on August 24, 2015, 10:43:20 AM
Dirt mounds look like green land mines. Shouldn't it be the other way around, having buried land mines look like dirt mounds? It's a bit disconcerting seeing farms with rows of landmines.
Title: Re: ChestHole Tileset
Post by: Random_dragon on August 24, 2015, 04:12:47 PM
That is, as far as I can tell, a universal issue on all tilesets derived from whatever original set added those terrain sprites. And, well...buried land mines look like mounds of dirt, yeah. Does it REALLY matter if dirt mounds look like landmines, and not the other way around?

Wait, how the hell can you even tell one way or the other? Now I'm confused_dragon. ;A;
Title: Re: ChestHole Tileset
Post by: Chezzo on August 26, 2015, 08:25:39 PM
Oh man! Thanks for the heads up on the landmine thing. Someone said land mines weren't showing up, and suggested I do that to fix them. I didn't know I was replacing all the dirt mounds! I will fix it.
Title: Re: ChestHole Tileset
Post by: derval on August 27, 2015, 12:31:04 PM
There may be a small problem with the rain hood tile !
The tile is neat when the hood is on the floor but looks like a shield (?) when worn.
Title: Re: ChestHole Tileset
Post by: stk2008 on September 03, 2015, 04:30:13 PM
Would there be any chance of a 32 size please :)
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 03, 2015, 06:19:48 PM
I would love that as well, to help with my bad eyesight.  But it's a lot of work... :)
Title: Re: ChestHole Tileset
Post by: Esdian on September 05, 2015, 12:22:44 AM
ChestHole 32 (http://chezzo.com/cdda/ChestHole32Tileset.zip) It does exist! For the few people Blind like me.
Title: Re: ChestHole Tileset
Post by: stk2008 on September 05, 2015, 12:26:45 AM
Where was this posted lol.

Is it kept up to date like the 24 version?

Thanks :)
Title: Re: ChestHole Tileset
Post by: stk2008 on September 05, 2015, 11:26:47 AM
Thanks for 32 version :)

Little issue nothing really tbh

When I press shift V then tab to see enemys I get this weird effect as seen in the right hand side

http://imgur.com/I9RAFKG

Thanks

Title: Re: ChestHole Tileset
Post by: JazzGuru on September 05, 2015, 06:55:59 PM
Oh wow, thank you!  I will have to check this out.  How up-to-date is it?
Title: Re: ChestHole Tileset
Post by: stk2008 on September 05, 2015, 07:06:10 PM
I'm sure  hezzo said it's the same as 24 I think...my memory is terrible though lol
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 05, 2015, 07:08:19 PM
I really need to find that tileset checking utility thingy. :V
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 06, 2015, 05:12:06 PM
Hey Dragon,

If it's any help, I usually play around with the very latest experimental, so I spot things that are missing from your set.  I don't want to nag you though... :D
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 06, 2015, 06:01:58 PM
Hey Dragon,

If it's any help, I usually play around with the very latest experimental, so I spot things that are missing from your set.  I don't want to nag you though... :D

That would be helpful. My highest priorities regarding missing tiles would be terrain (damned transparency errors), followed by monsters, followed by vehicle parts, then furniture, then items.

I am working on more tileset updates though. ^^"

EDIT: Excerpt from my text file I have keeping track of my todo list versus what I've done so far.

(click to show/hide)
Title: Re: ChestHole Tileset
Post by: stk2008 on September 08, 2015, 05:25:00 PM
Hey all

any idea when the 32x version will be STD with CDDA like the 24x version?
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 08, 2015, 06:07:05 PM
Random Dragon - Ah, the saxophone was on my list of items, but you've got it, so that's cool.

The other ones (that I can remember off the top of my head) are the tents, the runner pack and the mouth guard.  There are others, but I can't remember them right now.

Looks like you've found more, which is awesome.

-------------------------------------------------------------------

stk2008 - I'm not sure if it ever will be standard, as this is just a version that someone has made themselves, I think.  We can always hope that Chezzo will allow it to be added, as standard, though... :)
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 08, 2015, 06:25:22 PM
Ah, right. Still been needing to do a few hickory items and arcane items, for pending PRs. Also? Guy Fawkes mask.

As for the 32 version, if whoever made that set wants to PR it, might be interesting to see.
Title: Re: ChestHole Tileset
Post by: Chezzo on September 09, 2015, 02:39:34 PM
I made the 32, I don't think anyone else is crazy enough to put that much work into my tileset. I'm working on getting both sets back to no ascii and then I'll pr.
Title: Re: ChestHole Tileset
Post by: stk2008 on September 09, 2015, 03:23:48 PM
you are amazeing mate thanks so much for your hard work.

P.S

Yes yes you are crazy LOL :)
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 09, 2015, 04:36:08 PM
Ah right, that explains it. Will be interesting to see. X3
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 10, 2015, 10:46:10 AM
Awesome!  Thanks Chezzo, I  look forward to using it (when I fancy a change from MShock32Modded)... :)
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 10, 2015, 10:56:17 AM
Nyahahah. If all goes according to plan, you'll eventually have yet more mod content left spriteless. o3o
Title: Re: ChestHole Tileset
Post by: Chezzo on September 11, 2015, 08:31:32 AM
Okay, I got it back to no ascii, even some things that were pictures of ascii from MShock, I fixed landmines and wheels on faces.

I'm working on fixing the walls right now, I was trying to do too much. I went back to flat facing doors and windows on all sides like every other roguelike on the planet. It was just me and Dungeons of Dreadmor that had doors and windows facing like that, and it was pissing me off.

(http://chezzo.com/cdda/screenwhitewalls.png)
Title: Re: ChestHole Tileset
Post by: stk2008 on September 11, 2015, 11:45:24 AM
Woooot its finaly in thanks Chezzo :)
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 11, 2015, 06:22:22 PM
Awesome!  I'm gonna jump in this evening and have a good play with it... :D
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 11, 2015, 08:36:58 PM
That reminds me, are you plotting to sprite up the animatronics and dinosaurs? If so, I'd be tempted to borrow those sprites because I'm still putting off spriting them up. ;w;
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 11, 2015, 11:50:55 PM
Wow, these tilesets are sweet!

But, I've found some missing tiles.  Both MShock32Modded and Chezzo still need entries for the dead hickory and hickory root.  Those are the ones I have found so far.

Also, Random Dragon, do you plan on editing your underbrush tiles at all?  Right now, bushes with fruit on them are identical to those without, so I have to mouse over each bush to see its description.  There is a blueberry bush right outside my starting shelter, and I saw it easily with Chezzo's tileset, but it was hard to find with MShock32Modded... :)

Edit - Oh yeah, curtains aren't showing in Chesthole32 either...
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 12, 2015, 12:05:14 AM
Ack. I could've sworn I added sprites for dead hickory. @_@

As for fruit bushes...you mean in-season ones or harvest/out-of-season? The latter I'll need to do, but the former should be distinct.
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 12, 2015, 04:34:45 PM
Hi,

I start in spring, so the bushes won't be blossoming yet.  But in certain tilesets, you can still differentiate between the normal underbrush or whatever they are called., and the fruit-producing bushes.  With your current version, the bushes do go slightly darker when you have foraged through them, but that is all.

Please don't think I don't appreciate your work on this.  I just notice these things and try to help you out, if I can... :)

Also, hickory nuts are not sprited.  The emergency blanket, when unfolded and dropped somewhere, does not have a spirte either.  Not sure if it should use the same icon as the one for when it is folded.  Thought I would mention it anyway.

There is another item that was shown with no icon, but it was in a big pile of other clothing, much of which was tattered, so this may have caused an issue with the tile identification.  Again, you guys are the pros on this; I just say what I see... :D

Edit - I've reread what you said about the bushes.  I think I am with you now - the out-of-season ones are still to be done... :)

Edit 2 - The fruit trees are fine.  It's just the bushes that don't look any different.  Perhaps I am just being too picky... :D
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 12, 2015, 04:42:32 PM
Doh. Is fine. I might in that case use the darkened sprite that used underbrush uses. That's been the shorthand f or saying that this is unusable but will regrow later, whereas I got lazy and made shrubs both darkened and mirrored.

And...emergency blankets, ja. Also on my to-do list, M2 Browning. As for a missing tile, you sure it wasn't just that the item at the bottom of the stack list (the one that'd be visible on the tile) was using a fallback tile? o.O
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 13, 2015, 01:09:14 AM
Yeah, that may very well have been the case.  As I said, I don't really know with that one... :)
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 13, 2015, 01:17:18 AM
Would've helped if you'd checked what was at the end of that item list, and told me what it was. D:
Title: Re: ChestHole Tileset
Post by: JazzGuru on September 13, 2015, 04:37:35 PM
Yeah sorry, I should have noted what it was.  I'm sure I'll find it again, soon enough... :D
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 13, 2015, 04:52:07 PM
Huehuehue. I'm going to guess it was a fallback tile that was hard to see, like a . or , in dark grey.

Am I the only one that finds it weird we're discussing the to-do list for MSHock Modded on Chezzo's tileset thread? o3o
Title: Re: ChestHole Tileset
Post by: Rycon Roleplays on September 13, 2015, 08:46:01 PM
Just going to say it, I'm outstanded by the amount of work that has gone into this since I've last played Chezzo. It's looking beautiful
Title: Re: ChestHole Tileset
Post by: Litppunk on September 20, 2015, 02:35:55 AM
OI! fix the tile-set! You made the same mistake stop signal did :P You didn't think about which way the stairs should face. You have them facing in opposing directions, and facing the same way according to the controls ( < and > ) Make your stairs intuitive so that pressing (< or >) up or down goes the same direction as the stairs orientation. Its such a small thing but it drives me up the wall every time Im going in or out of IMOE shelter or anything else with stairs. Love the way the tile-set looks, but I refuse to use it until stairs are logical.
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 20, 2015, 02:42:56 AM
Oh derp. That reminds me, need to see if MShockModded does the same thing...
Title: Re: ChestHole Tileset
Post by: Xfin on September 20, 2015, 02:56:25 AM
Oh derp. That reminds me, need to see if MShockModded does the same thing...
Not sure if you fixed it yet but when i switched to that one while checking them all out (still kinda prefer chestholes overall but they both good...). but MShockModded didn't have quantum solar panels displayed... (still on C-3667 however.. so )

and blaze's mounted rm451 flamethrower (who mad enough to have a auto one of them...here just has one mounted to one of the doors to fire when i need..a fire)
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 20, 2015, 03:06:55 AM
Quantum solar panels, oooh. Add that to my todo list. @_@
Title: Re: ChestHole Tileset
Post by: Midaychi on September 28, 2015, 01:24:27 PM
Any chance of dinosaur mod stuff? Also I think some of the survivor gear stuff is off by a pixel? Survivor headgear for , shifted to the right.
Title: Re: ChestHole Tileset
Post by: Voiddweller on October 31, 2015, 06:04:35 AM
Any chance of dinosaur mod stuff? Also I think some of the survivor gear stuff is off by a pixel? Survivor headgear for , shifted to the right.
I just started an overhaul for 32x32 version. More precise pixel art, less re-scaled old junk. Male and female armor difference, custom art for many weapons and maybe whole new vehicle tiles a bit later (have to add vehicle parts variations) I used Rpg maker art from various sources and adapted it. Some examples http://imgur.com/a/Fyi6A
Title: Re: ChestHole Tileset
Post by: Midaychi on October 31, 2015, 06:32:49 AM
Hooray! Updates, some day.

How does the whole dressup equipment system work, though? Would it be possible, with minor code revision, to separate out chestole's player + dynamic sprite system so it could be used with any tileset?

I also kinda wish the actual base player sprite could be dynamic, so you could provide a custom one or have npcs use a random one from a range of custom ones (based on gender), provided that they all fit in the same shape.
Title: Re: ChestHole Tileset
Post by: Voiddweller on October 31, 2015, 08:13:37 AM
All sprite binds is defined in tile_config.json Code is quite simple, and there is a lot of examples. Tileset studio works too, along with some photoshop (or anything else) expertise. So basically you can make any custom tiles work with any mod too, if you define item ID. You can also mod some custom mutually exclusive traits for different haircuts, define sprites for those. And i guess have to edit NPC setup too, so they could pick that trait randomly. That can be done for skin color as well.
Title: Re: ChestHole Tileset
Post by: Chezzo on October 31, 2015, 02:10:13 PM
Those are incredibly gorgeous, Voiddweller.  I welcome any additions you have. You could either send them to me, pr em yourself, post them here, or give me some other way to get my hands on them and I will immediately put them in the game.

Just be careful you're using legal stuff, and putting whose ever stuff you use in the attribution file.

Amazing stuff, dude. 
Title: Re: ChestHole Tileset
Post by: Voiddweller on October 31, 2015, 05:39:44 PM
Sure, i use some original stuff as base too. And work i took from other ppl is free to use, but i'll give credit anyway, even though some stuff is barely recognizable now) I am also reorganizing tileset layout for more convenience when using graphic editors. New WIP zombie sheet http://imgur.com/h96BNix
Title: Re: ChestHole Tileset
Post by: Chezzo on November 03, 2015, 06:23:27 PM
These are simply AMAZING, Voiddweller. I am floored. Thank you so much.

If y'all are like me, you can't wait to have them in your game.

So, here: http://chezzo.com/cdda/ChestVoid32.zip
Title: Re: ChestHole Tileset
Post by: Rycon Roleplays on November 04, 2015, 02:12:54 AM
Nice I really like them! Good fit Voiddweller
Title: Re: ChestHole Tileset
Post by: IguanaMan on November 04, 2015, 11:09:29 AM
Really great work voiddweller, hope you can find the time to keep at it. 
Title: Re: ChestHole Tileset
Post by: nuker22110 on November 04, 2015, 01:58:19 PM
thank you for the update! would you mind spriting the plow, planters and the turret additions from the vehicle addition packs please? thank you !
Title: Re: ChestHole Tileset
Post by: IguanaMan on November 04, 2015, 04:59:15 PM
So, here: http://chezzo.com/cdda/ChestVoid32.zip
ChestVoid :D
Title: Re: ChestHole Tileset
Post by: Voiddweller on November 05, 2015, 08:52:14 AM
thank you for the update! would you mind spriting the plow, planters and the turret additions from the vehicle addition packs please? thank you !
Sure, i thought about while new set of vehicle tiles. Might require adding some part variants though. Currently i am reorganizing whole tileset layout.
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 05, 2015, 08:57:51 AM
See? Mod support always gets ya. o3o

Though the real issue is when one has missing terrain sprites, as delicious transparency errors ensue. I wouldn't have originally branched off a modded MShock tileset if it wasn't for that. :V
Title: Re: ChestHole Tileset
Post by: nuker22110 on November 05, 2015, 09:41:38 AM
thank you for the update! would you mind spriting the plow, planters and the turret additions from the vehicle addition packs please? thank you !
Sure, i thought about while new set of vehicle tiles. Might require adding some part variants though. Currently i am reorganizing whole tileset layout.

is there any way i can help? like sourcing for public domain pictures for you to base the sprites on or smth
Title: Re: ChestHole Tileset
Post by: Midaychi on November 06, 2015, 03:41:44 AM
Shame there isn't a way to make the game fall back on ANOTHER tileset before it falls back to ascii. MsShock modded gets updated so frequently it's ridiculous.
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 06, 2015, 03:57:20 AM
Shame there isn't a way to make the game fall back on ANOTHER tileset before it falls back to ascii. MsShock modded gets updated so frequently it's ridiculous.

Huehuehue. Already got a long-ass list of more additions I should work on. >.<
Title: Re: ChestHole Tileset
Post by: egomassive on November 07, 2015, 05:12:23 AM
Hello again. I've just been playing with the latest ChestHole32Tileset, "ChestVoid". There were lots of misaligned tiles and other visual artifacts, so I've gone ahead and fixed the majority of them. Mostly it entailed moving things over a pixel. Wherever there was a graphic that had been scaled down and then up again I replaced it with the original 32x32 tile.  This unfortunately means that good car parts are sharp while bad car parts are still blurred, but overall I think this version is in much better shape the official one. To be clear, keeping a tileset up to date is tremendous undertaking, and I admire the fortitude and inventiveness you've shown Chezzo. I hope you find this helpful rather than critical.
(click to show/hide)
I saw some errors while I was playing. Hickory trees were overlayed with either a growing black blob animation or the number 7. Chunks of fat appeared to be green beans. (It was rather a surprise when I butchered a Moose and found vegetables.)
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 07, 2015, 05:14:33 AM
I'm assuming someone hit an arrow key while editing on Gimp. owo
Title: Re: ChestHole Tileset
Post by: egomassive on November 07, 2015, 06:15:21 AM
I'm assuming someone hit an arrow key while editing on Gimp. owo
Actually, it was much more complicated than that. Some tiles were overlapping others. The shifting went in different directions. Some tiles were scaled one pixel too tall. In my experience with Gimp, the grid-lines/boundary-lines can be misleading depending on your zoom level and monitor resolution. You have to zoom far in to make sure you're putting things where you think you are.
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 07, 2015, 06:24:13 AM
Ah, right. My preference is to set the default grid to 24x24, then configure grid for when I'm working on the 32x32 version.
Title: Re: ChestHole Tileset
Post by: nuker22110 on November 07, 2015, 06:57:44 AM
Hello again. I've just been playing with the latest ChestHole32Tileset, "ChestVoid". There were lots of misaligned tiles and other visual artifacts, so I've gone ahead and fixed the majority of them. Mostly it entailed moving things over a pixel. Wherever there was a graphic that had been scaled down and then up again I replaced it with the original 32x32 tile.  This unfortunately means that good car parts are sharp while bad car parts are still blurred, but overall I think this version is in much better shape the official one. To be clear, keeping a tileset up to date is tremendous undertaking, and I admire the fortitude and inventiveness you've shown Chezzo. I hope you find this helpful rather than critical.
(click to show/hide)
I saw some errors while I was playing. Hickory trees were overlayed with either a growing black blob animation or the number 7. Chunks of fat appeared to be green beans. (It was rather a surprise when I butchered a Moose and found vegetables.)

not very skilled in this, so would appreciate any help. when replacing the png u linked with the one in the chesthole32 folder, the game reverts back to ascii
Title: Re: ChestHole Tileset
Post by: Voiddweller on November 07, 2015, 12:23:11 PM
Ugh... just wait till i release first part of it. One of my goals is get rid of unnecessary transparency and blur, and add more precise pixel art. But it's hundreds of tiles to fix, and it takes a lot of time.
Title: Re: ChestHole Tileset
Post by: IguanaMan on November 07, 2015, 02:11:26 PM
Ugh... just wait till i release first part of it. One of my goals is get rid of unnecessary transparency and blur, and add more precise pixel art. But it's hundreds of tiles to fix, and it takes a lot of time.
Looking forward to it mate.
Title: Re: ChestHole Tileset
Post by: Chezzo on November 07, 2015, 05:36:49 PM


not very skilled in this, so would appreciate any help. when replacing the png u linked with the one in the chesthole32 folder, the game reverts back to ascii

The tileset I posted is one I have been working on, like I fixed some of the windows stuff for example, (I think, I mighta just done 24) plus the additions of monsters Voiddweller made. So I think you gotta replace everything. You can move the old ChestHole32 tileset folder and unzip this folder into /gfx instead.

And if you aren't on the experimental it won't work because 0.C doesn't have manual tile rotation.

Quote
Looking forward to it mate.

Me too!
Title: Re: ChestHole Tileset
Post by: BlessedHeretic on November 08, 2015, 05:07:01 PM
I love this tileset but no matter what occupation or traits i take I always seem to end up as a black guy with a mohawk. I thought different choices were suppose to select different models? Dunno if I'm doing something wrong, but I would love to see some variety. At the current rate i'm going I shall never be able to play as a Canadian lumberjack ;_;.

Anyway, I tried playing with other tile sets, it really says something to the quality of a set when everything fits so right that other sets feel off in comparison. Keep up the good work :).
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 08, 2015, 05:21:29 PM
Far as I can tell, you start with the same player model, it's just that a small array of traits, along with worn/wielded items, are overlaid on it.

If I knew how to make player or NPC professions affect the BASE sprite, it might be nice to implement for MShock Modded, and be less hassle than giving overlays for every single item. Though I also have more spritework in general I've been putting off. @_@
Title: Re: ChestHole Tileset
Post by: Chezzo on November 09, 2015, 01:36:29 PM
Yeah, right now you can only assign one tile for any given thing, so one tile for every dude, one for every girl, one for every regular zombie, etc.

Sparr was working on making a fix for this, and posted this issue (https://github.com/CleverRaven/Cataclysm-DDA/issues/11867) before going on a six month road trip.

He said he got everything done except how to format it in tile_config.json, as can be seen in his comments on the above issue. If y'all would like to, you could put a bounty on the issue, get some squeak on this wheel here.

Here, let me be the first one (https://www.bountysource.com/issues/10279028-allow-multiple-versions-of-the-same-tile). $5 bucks ain't gonna do it, but something from thirty of us just might.

This is why I left so many copies of things in my tileset, so I can just change tile_config and get them set right up.

(Edit: Here's a new copy of the changes Voiddweller made, I took the artifacts out. http://chezzo.com/cdda/ChestVoid32.zip )
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 09, 2015, 04:55:12 PM
Ah, interesting. If this becomes a thing, it will be interesting to make use of it, though that will add to my growing list of things to do. Still been putting off the animatronics. ;w;
Title: Re: ChestHole Tileset
Post by: Voiddweller on November 09, 2015, 11:07:13 PM
As mentioned above different character hair and skin color can be set trough custom traits and assigned tiles for that traits. Problem is that overlays is NOT disable background layers on characters, so you have to keep things within strict parameters. Need a way to disable character tile layer visibility, that would be a really nice addition.
In other hand, a vehicle tiles do not work as overlays. Any tile you add on top, disables bottom layers, makes vehicle part transparent. You have to assign background tile, and it is always look the same. Or have to make a mod with many different part variants, and assign a custom tile for each one.
Title: Re: ChestHole Tileset
Post by: Vulpes_Inculta on November 10, 2015, 06:16:06 PM
I want to express my deep respect to Chezzo and everyone involved in creation of this awesome tileset. It brings the thing you may actually call a graphics. And together with the incredibly deep and realistic gameplay of DDA this combination results in the best roguelike and best survival game I ever played. Just thank you very much for this.

P.S. The thing with every item having it's own appearance on character model - I've never seen this in 2D graphics before. (Not with such variety of things)
Title: Re: ChestHole Tileset
Post by: Chezzo on November 16, 2015, 12:26:39 PM
@Vulpes_Inculta, thanks so much!

@Voiddweller, you are right! You are a genius. The game gives PROF mutations, which are just flavor (from what I can tell.) Perfect to hook new character sprites on to them.

There can be sprites for police, cybercop, SWAT, detective, marshall, medical doctor, churl (starting profession for illiterate peasant scenario) and martial artist (both orange and black belts). Ooh, and skater! Adding new ones shouldn't be too tough either.

Here's a proof of concept for the black belt:

(http://chezzo.com/cdda/Blackbeltnewguy24.png)

You can get it here for 24 (http://chezzo.com/cdda/ChestHoleTilesetNewBlackbelt.zip)

(http://chezzo.com/cdda/Blackbeltnewguy32.png)

Or here for 32 (http://chezzo.com/cdda/ChestHole32TilesetNewBlackbelt.zip).

This changes the character sprite for the blackbelt profession.

If you would like to change your character sprite without starting a new character with the blackbelt profession:


Edit: Here's (http://chezzo.com/cdda/ChestHoleTilesetNewSkaterDoctorBB.zip) a new version of 24, where I do:

Doctors (well, medical residents) naked and with clothes:

(http://chezzo.com/cdda/nakersdoctor.png)(http://chezzo.com/cdda/clothesdoctor.png)

And Skaters, naked and with clothes:

(http://chezzo.com/cdda/nakersskaters.png)(http://chezzo.com/cdda/clothesskater.png)

32 is coming up, I actually just lost 32 because my computer crashed while I was saving.
Title: Re: ChestHole Tileset
Post by: egomassive on November 18, 2015, 05:35:42 AM
Chezzo, I've started working on dressable characters for the MShockModded32 tileset (http://smf.cataclysmdda.com/index.php?topic=9871.msg257385#msg257385). Any advice on how to approach such a monumental task? How did you decide which gear to prioritize?

ETA: Your new characters are terrific! Love the doctor's hair.
Title: Re: ChestHole Tileset
Post by: stk2008 on November 18, 2015, 10:47:53 PM
Just wodering how up to date the x32 version is that comes with cdda.
Only reason i ask im just making sure there was no download link within this thread that is slighlty newer?
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 18, 2015, 10:55:15 PM
Chezzo's been a lot better and keeping things up-to-date compared to me, far as I can tell. Ahem, with the exception of mod content, but all that'd really be essential to sprite is the terrain additions. :V

Also, would be nice to hear advice about that spriting, but I'm not sure about starting work on that anytime soon. @_@
Title: Re: ChestHole Tileset
Post by: stk2008 on November 18, 2015, 11:03:18 PM
Ah great thanks for replying.

Yeah sprite work looks like its a lot of work.
Any way appriciate your work and effort mate.
Title: Re: ChestHole Tileset
Post by: Chezzo on November 21, 2015, 05:17:00 PM
[urlhttp://chezzo.com/cdda/ChestHoleTilesetNewSkaterDoctorBB.zip]Here's[/url] the promised 32 version, I fixed alignment issues all through the set, and I added blackbelts, cops, feds, detectives, skaters, and medical residents.

Stop me if you've heard this one...

(http://chezzo.com/cdda/skaterbbmed.png)

A blackbelt, a cop, a skater and a doctor all walk in to the Shelter. The blackbelt says to the others, "Want to travel with me?"
Title: Re: ChestHole Tileset
Post by: stk2008 on November 21, 2015, 05:27:08 PM
Never heard that one befor

Im on me mobile now at me mums just to say again thanks :)
Title: Re: ChestHole Tileset
Post by: ZoneWizard on November 23, 2015, 11:10:39 PM
Chezzo, Dunno if this has been fixed or not, but I am seeing a bug with Boarded windows. The <---> view is fine, look like a normal boarded window(sorta of >_>) but when up and down trying to look at seems like some kind of fire place or something. I'm using a version from like a week ago. Hoping its been fixed. But if not, now you know that it looks wonky. Oh and it is the normal tile set NOT ISO or 32 version.


One more caveat I"d like to ask about. For those Feral Predators....could you make them NOT look like the silly alien Predator? It really blows the zombie apocalypse when I"m being run down by 5 of them and I keep thinking of the stupid alien movies =(

I mean I own those films, but It's kind of a zombie game, friend. Please? =)

PS "Barred" windows usually have bars in a vertical(up/down) direction. Never seen cross hatch barred windows. Ever. In the Tri-State area where this is set in, trust me on this one. Also the color of roof tops is pretty exact to what you would see in the area for real, cheers on that!


Most buildings are beige, tan, or some other muted color(usually dark). Like your work. Although I'm not certain how Tileset32 is suppose to work...the ground is always blurry compared to your normal tile set. Not sure if this was Void or some hiccup. But thought I"d mention it passively.
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 23, 2015, 11:12:50 PM
Huehuehue. I'll admit, I cackled a bit at that visual pun. Zombie predators.

Granted, the recolored feral hunter in MShock Modded I added isn't any less derp. <_<
Title: Re: ChestHole Tileset
Post by: ZoneWizard on November 23, 2015, 11:19:47 PM
Sup draggy, mind telling me how to swap an older icon out for the alien one? I dig(not did, lol I didn't make them) the films and comics mate, but not so much being in my "ZOMBIE" game, savvy? =D
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 23, 2015, 11:26:07 PM
Sup draggy, mind telling me how to swap an older icon out for the alien one? I did the films and comics mate, but not so much being in my "ZOMBIE" game, savvy? =D

Meep. Well, if you're able to edit the tileset using GIMP, or most any editing program (almost anything except MS Paint), one can just cut, copy, paste. X3

Only thing to keep in mind is that enabling a grid option helps make sure you don't misplace the replacement sprite, a little too out of bounds and you get the offending bit of overhanging sprite cut off and showing up elsewhere. ^^"
Title: Re: ChestHole Tileset
Post by: ZoneWizard on November 23, 2015, 11:29:53 PM
Gimp it is mate. Thanks. I got a portable version of that on my stick. So just keep the file the same and the transparency should copy over using gimp too?

I don't wanna "Gimp" my graphic lol
WUH WUHHhhhhhhhh hehehe
Title: Re: ChestHole Tileset
Post by: Random_dragon on November 23, 2015, 11:34:22 PM
Yep. Should be able to just open it with Gimp, make the required edit, then override the original.

And hnnng, such pun. o3o
Title: Re: ChestHole Tileset
Post by: Random_dragon on December 01, 2015, 08:08:26 PM
Also. I'm sorely tempted to yoink your skinny tie sprite because my initial attempt was derptastic. ;w;
Title: Re: ChestHole Tileset
Post by: Chezzo on December 02, 2015, 10:55:59 PM
Be my guest, effendi.

I made that one out of the barley sprite, oddly enough.

(http://chezzo.com/cdda/barleyties.png)

Wow, on a black background, that skinny tie looks totally different (and pretty damn good!) But click here (http://chezzo.com/cdda/barleyties.png) and see it on a white background, and you can tell one sprite is from the other.
Title: Re: ChestHole Tileset
Post by: Random_dragon on December 02, 2015, 11:03:16 PM
Ah. I'd taken a stab at it and...I can't recall what it was at first, but the end result is painful to look at. ;w;
Title: Re: ChestHole Tileset
Post by: ZoneWizard on December 07, 2015, 07:57:05 PM
Be my guest, effendi.

I made that one out of the barley sprite, oddly enough.

(http://chezzo.com/cdda/barleyties.png)

Wow, on a black background, that skinny tie looks totally different (and pretty damn good!) But click here (http://chezzo.com/cdda/barleyties.png) and see it on a white background, and you can tell one sprite is from the other.

Any chance of a different predator? Or was this suppose to actually look like the movie character? (I hope it wasn't, no offense).
Title: Re: ChestHole Tileset
Post by: Zombre on December 14, 2015, 02:46:42 AM
Hey Chezzo just read through this thread and wanted to thank you for all the work you've put into this tileset.

A lot of people judge a game based on how it looks and this tileset makes it so much easier for me to introduce friends to one of my favorite rougelikes ever. and that means a hell of a lot to me.

Thanks :)
Title: Re: ChestHole Tileset
Post by: Litppunk on December 16, 2015, 07:51:55 PM
^ This is so true. I came to this game with a vauge idea of what I was gettting into and was seeking it. Recomending to friend is harder, especially when the looks are "offputting" to those not ready for this:
(http://i.imgur.com/LvMHq7f.jpg)

P.S. Found it again ^.^

At least with graphics it bumps it up to level 3 for easier introduction.
Title: Re: ChestHole Tileset
Post by: Random_dragon on December 16, 2015, 11:54:54 PM
I was about to point out the multiple level-0 games on that thing that are more complex than they appear, but then I facepalmed when I realized it was about graphics and UI. :V
Title: Re: ChestHole Tileset
Post by: Chezzo on December 22, 2015, 07:38:36 AM
Thanks for the kind words everybody. I could not have done it without Sparr.

Sparr made the manual tile rotation tool, he made the isometric mode, he made the random tiles tool, and he even made a thing that lets me use bigger than normal tiles, and lets me offset tiles, so I can draw outside the lines, and give you bigger and better mutations for wings, tentacles and tails.

Thank you so much, Sparr!

The isometric mode is so fun! Sparr fixed the controls and there is depth and it is awesome.

(http://chezzo.com/cdda/isoyouknowso.png)

I have been working furiously on the new iso set, but moving and Christmas are gonna interfere, so if you absolutely can not wait, here it is:

http://chezzo.com/cdda/ChestHole32Tileset_iso.zip
Title: Re: ChestHole Tileset
Post by: Litppunk on December 22, 2015, 09:27:49 PM
OH... Iso looks awesome. Have to try that
Title: Re: ChestHole Tileset
Post by: Etherdreamer on December 23, 2015, 03:21:43 AM
Is the iso mod compatible with other tileset? My favorite is the ascii and retro ascii and see it somewhere but not a link for download it.
Title: Re: ChestHole Tileset
Post by: Litppunk on December 23, 2015, 03:36:12 AM
Isn't it mainlined?
Title: Re: ChestHole Tileset
Post by: Etherdreamer on December 23, 2015, 03:43:21 AM
It there in the folder, but for some reason is unavailable to choose ingame.

EDIT: Found the problem, the actual build lacks of a file called "tileset.txt"

It should have this inside:

Code: [Select]
#RETRO DAYS ISO TILESET
#Name of the tileset
NAME: retrodays20_iso
#Viewing (Option) name of the tileset
VIEW: RetroDays20px_iso
#JSON Path - Default of gfx/tile_config.json
JSON: tile_config.json
#Tileset Path - Default of gfx/tinytile.png
TILESET: retrodaystiles20.png
Title: Re: ChestHole Tileset
Post by: Chezzo on December 23, 2015, 07:35:13 AM
VoidDweller totally cleaned up my 32x32 tileset, fixing lots of the overlay problems, adding monsters, tons of new worn and wielded armor (survivor armor! power armor! turnout clothes! scrapsuit! bone armor! chitin armor!) and weapons, and a brand new male and female sprite! 

(http://chezzo.com/cdda/voidandthedwellers.png)

Thanks so much, VoidDweller.

I can't wait to get this into my isometric version. That is my next task.

The PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/14572) is on its way in, but until then you can get it here:

http://chezzo.com/cdda/ChestVoid32Tileset.zip
Title: Re: ChestHole Tileset
Post by: Rycon Roleplays on December 26, 2015, 06:53:48 AM
Looking beautiful Guys!!
Title: Re: ChestHole Tileset
Post by: Chezzo on December 31, 2015, 04:15:28 PM
Okay, I put in window with no curtains across the board, and added lots of new furniture for the isometric mode.

(http://chezzo.com/cdda/isoagogo.png)

It is in as a pr (https://github.com/CleverRaven/Cataclysm-DDA/pull/14673) but if you want it, here is the iso set as a zip (http://chezzo.com/cdda/ChestHole32Tileset_isoallagoodnight.zip).
Title: Re: ChestHole Tileset
Post by: Malkeus on December 31, 2015, 05:57:18 PM
This is truly great, it looks amazing. I've actually had people come up and ask me what I'm playing while using iso. Usually i just get weird looks from the library patrons ;)
Title: Re: ChestHole Tileset
Post by: terroroid on January 01, 2016, 01:16:21 AM
Nice tileset as always.

I hope you have a 24x24 or 12x12 tileset version.
Title: Re: ChestHole Tileset
Post by: JazzGuru on January 02, 2016, 01:50:50 AM
Wow, that looks amazing Chezzo!
Title: Re: ChestHole Tileset
Post by: Malkeus on January 02, 2016, 07:58:00 AM
I'm using the chesthole_iso tileset from the recent experimental, and the vehicle parts look odd. It took me a minute to figure out why, it's because they don't rotate. I realize that will require more work than simply rotating a sprite, so I'm curious if you have any plans for them in the future?

Sample, notice the wing mirrors, quarterpanels at the corners of the two leftmost vehicles, frames on the solar cars. When driving the solar car it's very noticeable due to the exposed frames.

(click to show/hide)
Title: Re: ChestHole Tileset
Post by: Musaab on January 02, 2016, 09:47:54 AM
You got a tile for Hickory Tree that always shows up as a 7?
Title: Re: ChestHole Tileset
Post by: Malkeus on January 02, 2016, 10:38:15 AM
Oh?...Yeah, I do. I'd forgotten about those, it's hardly even noticeable anymore :P
Title: Re: ChestHole Tileset
Post by: Musaab on January 02, 2016, 10:51:24 AM
I always find it jarring.
Title: Re: ChestHole Tileset
Post by: Chezzo on January 02, 2016, 07:22:44 PM
Oh man, thanks for the heads up.

I almost said that I put them in two prs ago. We both would have been right though, l put them in and took them back out, apparently (https://github.com/CleverRaven/Cataclysm-DDA/commit/bbe7d388ef1e59cce1cfd9f6e3524a86dcfae939#diff-5dc20843ee56b96603dc198fa7fab3a2L1958).

I will get that pred in today, as well as shady zombies.
Title: Re: ChestHole Tileset
Post by: Zyp on January 03, 2016, 06:48:55 AM
I will get that pred in today, as well as shady zombies.

Absolutely love your work, thank you so much for all the efforts you put into giving us a better immersion! I was about to comment about those exact two things but it seems you are already working on them <3

Also do you hold any kind of dev update site or blog or whatever where you put patches updates for everything you do? Like a list of latest versions and upcoming changes? Or is it all happening in this thread?
Title: Re: ChestHole Tileset
Post by: Chezzo on January 03, 2016, 10:06:29 PM
Here ya guys go, pr (https://github.com/CleverRaven/Cataclysm-DDA/pull/14700) or zip (http://chezzo.com/cdda/ChestHoleTilesethtsz.zip), whichever way you like it.

I also fixed display racks and counters in iso. Tables up next.

Thanks, Zyp. Yeah, besides the regular old changelog (http://tools.cataclysmdda.com/changes), this is it.
Title: Re: ChestHole Tileset
Post by: stk2008 on January 03, 2016, 10:47:25 PM
Oh wow chezzo nice work thanks

I was downloading this thinking bet there aint no x32 version and opened the zip and what I see x32 version :O

AWESOME :)
Title: Re: ChestHole Tileset
Post by: ZoneWizard on January 07, 2016, 09:02:43 PM
Chezzo:

I like your tiles and graphics, but I'm curious about the ChestHole32 compared to the Chesthole variant. What I'm seeing is the grass and other things look blurry compared to the regular Chesthole set.

Is this due to the game up scaling the images or something? The character characters seem crisp, while lots of other tiles just seem to be blurry.

One small detail, the used/discarded cigarettes on grass seem a bit out of place. They seem to be every 4th or 5th tile....immersion breaking =/
Title: Re: ChestHole Tileset
Post by: Malkeus on January 09, 2016, 06:08:10 AM
@chezzo : I found an untiled floor tile - ".": "t_concrete_floor", . It makes a really weird hall of mirrors effect.
It's used a lot in the more locations mod.
Title: Re: ChestHole Tileset
Post by: TheKobold on January 10, 2016, 07:29:31 AM
In the 32 tile set, the 120 mm cannon sprite is missing, dunno if its up to you or the tank mod. Also a question about your sound pack, do i have to do something other than unzip it and drop it into the sound file?
Title: Re: ChestHole Tileset
Post by: Rivet on January 11, 2016, 03:01:48 AM
RM13 armor has sprites for when it's laying on the ground, but doesn't appear on the player sprite when worn. Looks like it just needs overlay references to the existing sprites - they look like they'd work fine on the paperdoll already - but I'm not sure since I'm not that familiar with tiles.
Title: Re: ChestHole Tileset
Post by: Chezzo on January 11, 2016, 08:29:57 AM
Awesome, thanks everybody, I did those things. I got that awesome Rivtech armor in, I added that concrete floor tile. I made the ground not blurry in 32, and I lowered the incidence of the litter tiles.

TheKobold, I could not find what you were talking about, Was it this (http://46.101.143.62:8102/#blob:vehicle_part/mounted_30mm_autocannon)? That is a mod, but I do intend to do mods soon.

I also got iso tables in, lots of iso tiles, tiles for lots of newly added stuff, and I am about half way through doing iso cars.
Title: Re: ChestHole Tileset
Post by: Malkeus on January 11, 2016, 08:43:12 AM
You are the super, sexy, swinging sound that makes the world go 'round!
Title: Re: ChestHole Tileset
Post by: Random_dragon on January 11, 2016, 04:35:50 PM
In the 32 tile set, the 120 mm cannon sprite is missing, dunno if its up to you or the tank mod. Also a question about your sound pack, do i have to do something other than unzip it and drop it into the sound file?

That would be a general issue of no mod support. o3o
Title: Re: ChestHole Tileset
Post by: ZoneWizard on January 11, 2016, 05:24:56 PM
Awesome, thanks everybody, I did those things. I got that awesome Rivtech armor in, I added that concrete floor tile. I made the ground not blurry in 32, and I lowered the incidence of the litter tiles.

TheKobold, I could not find what you were talking about, Was it this (http://46.101.143.62:8102/#blob:vehicle_part/mounted_30mm_autocannon)? That is a mod, but I do intend to do mods soon.

I also got iso tables in, lots of iso tiles, tiles for lots of newly added stuff, and I am about half way through doing iso cars.

I wasn't veiling a request for better quality as much as I was really curious what the cause was. But next time I can grab your latest version, I look forward to it =D
Title: Re: ChestHole Tileset
Post by: Rivet on January 25, 2016, 07:52:11 AM
Survivor masks and their variants appear to already have wearable tiles, but they don't currently display on the paperdoll.
Title: Re: ChestHole Tileset
Post by: Malkeus on January 26, 2016, 11:49:39 AM
Tree trunks look like stumps. When you chop down a tree it looks like it turns into multiple tree stumps rather than a tree on it's side.
Before:
(https://i.imgur.com/3ZKmp4d.png)
After:
(https://i.imgur.com/pd1c008.png)

It's not a big thing, but it did throw me off for a moment.
Title: Re: ChestHole Tileset
Post by: StopSignal on January 30, 2016, 06:24:48 AM
I love that you are still updating this monster!
Keep it going mate. It looks awesome.
Title: Re: ChestHole Tileset
Post by: Chezzo on February 12, 2016, 09:09:34 PM
Another HUGE update for everybody. The latest pr, Mags, Mutations and Monsters gets us back to no ASCII, and allows me to work on some mod content. (I did the mags for mods!)

BrackDiesel did some great tiles for this one (swag bag, pumpkin, haggis, the best hickory nuts ever seen in gaming, bone shard, whistle, ice axe, and a freaking amazing sobrero). And I used some more of egomassive's great tiles (entrenching tool, plastic bag, newboy cap. Thanks guys.

Here (https://github.com/CleverRaven/Cataclysm-DDA/pull/15361) is the PR, and you can get the .zip here (http://chezzo.com/cdda/ChestHole32TilesetMutationsMonstersMags.zip). 24 and iso versions are coming up.

Here are some of the new mutations:

(http://imgur.com/nmoVLPP.png) (http://imgur.com/Cm3yXSt.png) (http://imgur.com/5Ec9BYG.png)

(http://imgur.com/oHUhUUE.png) (http://imgur.com/cdxiTKB.png) (http://imgur.com/HxgLHSj.png)

(http://imgur.com/UAVajUZ.png) (http://imgur.com/Hdx5hAi.png) (http://imgur.com/HUqYQlv.png)

(http://imgur.com/XYnRRDG.png) (http://imgur.com/hxEZRAK.png) (http://imgur.com/K2WUi1v.png)

I also redid some hats:

(http://i.imgur.com/jKdAAvo.png) (http://i.imgur.com/pGkC7Sm.png)

Here are some in the game, egomassive's newsboy and BrackDiesel's sombrero:

(http://imgur.com/dKEbDp8.png) (http://imgur.com/5gga21Z.png)

(http://imgur.com/Rti0ubR.png) (http://imgur.com/pHFpN8e.png)

What mods should we do first? Could you guys post your mutated characters so I can see how I did?
Title: Re: ChestHole Tileset
Post by: stk2008 on February 12, 2016, 10:29:55 PM
Blazemod would be awesome to have as i think its one of the most used :)

Also awesome to see updates i love your tile set :)
Title: Re: ChestHole Tileset
Post by: Valpo on February 12, 2016, 10:47:53 PM
Nice work on the mutations.
Title: Re: ChestHole Tileset
Post by: HurricaneJoe on February 13, 2016, 01:06:17 AM
I have never wanted to evolve into a snake person more than I did about 30 seconds ago. Excellent work Chezzo.
Title: Re: ChestHole Tileset
Post by: nuker22110 on February 13, 2016, 01:16:44 AM
tank mod!
Title: Re: ChestHole Tileset
Post by: Random_dragon on February 13, 2016, 01:43:31 AM
Or more mod content in general. Hell, use mod stuff from MShock Modded if you wish.

For example, you've added sprites for...the inferior version of the jian, which was a fuckup on someone's end as they made several budget-steel versions of medival mod weapons mainline prior to mainlining the weapons themselves. Though you apparently made them use the same sprite as...katanas? *facepalms*

You also have a sprite for the vanilla debug 120mm ammo, so it would've been logical to give the tankmod version the same sprite assignment. You DID apparently sprite 120mm casings though, which are mod-only last I checked.
Title: Re: ChestHole Tileset
Post by: Chezzo on February 13, 2016, 02:21:59 AM
Hooray! I am glad you all like it.

@Random_Dragon, cool thanks I will take a look.
Title: Re: ChestHole Tileset
Post by: Malkeus on February 13, 2016, 06:30:30 AM
@Random_dragon Jian is in (https://github.com/CleverRaven/Cataclysm-DDA/pull/15360#event-549309950). It's an ongoing process, I imagine the majority of the mod will make it in eventually, though I don't recall Darkyhard ever giving any long term plans on that.

@Chezzo Great job on the sprites, they look fantastic! The tree person reminds me the owl from The Secret of Nimh for some reason, it's great :). If I could weigh in on a mod to tackle, I'd love to see blazemod get fleshed out, some of the vehicle structures look really odd, particularly the funnels and turrets. Also, does this most recent version include the fantasy creatures you put together for Forgotten Races? I'm rather limited on computer time, but I've been putting in an hour here and there on it and it's definitely not forgotten.
Title: Re: ChestHole Tileset
Post by: Random_dragon on February 13, 2016, 07:15:21 AM
@Random_dragon Jian is in (https://github.com/CleverRaven/Cataclysm-DDA/pull/15360#event-549309950). It's an ongoing process, I imagine the majority of the mod will make it in eventually, though I don't recall Darkyhard ever giving any long term plans on that.

Ah right, seems to be well-timed.
Title: Re: ChestHole Tileset
Post by: ZoneWizard on February 13, 2016, 08:03:19 PM
Chezzy-

Tested out that new grass and it looks nice. Plus thanks for cleaning up all those cig. butts. =D

I do still notice the boarded up windows though. Those still look "wonky". It looks like a 3d item nerfed by a 2d style. I think the game is telling it to be in isometric even though its 2d =/
Title: Re: ChestHole Tileset
Post by: BrackDiesel on February 14, 2016, 09:24:34 PM
Greetings,

Shout out to all the contributors. I'm glad to be a part of the project and help support on this awesome tile set. Stay tuned for more!

As always: Feedback and bug reports help very much to keep updated. Thank  you.
Title: Re: ChestHole Tileset
Post by: ejseto on February 23, 2016, 06:26:59 AM
In the current experimentals the sprite for skeletal dogs seems to have been replaced by the sprite for regular dogs.
Title: Re: ChestHole Tileset
Post by: Musaab on March 24, 2016, 12:28:40 PM
We need a tile for "dead hickory tree".
Title: Re: ChestHole Tileset
Post by: Chezzo on March 24, 2016, 12:47:06 PM
Oh man, I never applied the changes to the regular tile set, only 32!

I will get that right out for y'all.
Title: Re: ChestHole Tileset
Post by: Chezzo on April 03, 2016, 08:00:58 AM
I know, I know, I said I would fix 24, and I absolutely will.

But the most recent experimental made me do something I have been wanting to do for a really long time, make each and every item wieldable.

https://github.com/CleverRaven/Cataclysm-DDA/issues/16034

Right now, if it didn't have a wielded tile, I took the tile from the ground. But anything I wield without a tile, I will get a tile in for you. Stuff like overlay_wielded_blankets can stay looking like it is on top of you. Let me know what weapons show up on your head.

http://www.chezzo.com/cdda/ChestHole32TilesetWieldEverything.zip


Title: Re: ChestHole Tileset
Post by: incapability on April 09, 2016, 10:18:47 PM
Hey Chezzo, great work on the tileset! Just wanted to say that there's a problem with the heavy survivor mask, it renders as a slightly offset helmet rather than a mask.
Title: Re: ChestHole Tileset
Post by: JazzGuru on April 20, 2016, 12:42:52 PM
Hi Chezzo, I'm really loving your tileset at the moment, but I've found something wrong.

It seems that, for some reason, the banjo is using the same sprite as the battery.  Not sure if you want to have a look at this, when you get some time... :)
Title: Re: ChestHole Tileset
Post by: AdonaiJr on April 20, 2016, 02:27:15 PM
Hey Chezzo, tileset lover here!

:D

Just saying, but do all size versions get updated at the same time? I use the regular tileset, sometimes the 32xsize, and I can spot diferences, like metal doors, hickory nuts and the char itself.

Thanks for your time and work!
Title: Re: ChestHole Tileset
Post by: Chezzo on May 10, 2016, 06:45:23 AM
Both tilesets are updated, and it just merged into the experimental.

I merged the everything wielded, let me know if there are guns and weapons on your faces.

I also fixed the rifles  that were pistols. They are rifles now. And added new dev grafitti, (other than the 404) and made it happen lots less.
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on May 10, 2016, 09:22:31 PM
Thank you!
Title: Re: ChestHole Tileset
Post by: nuker22110 on May 11, 2016, 04:38:21 AM
thank you sir! has vehicle parts been added yet? :)
Title: Re: ChestHole Tileset
Post by: Michi on May 12, 2016, 08:36:02 PM
Now I am seeing a bunch of wall tiles being drawn like boarded up windows
Title: Re: ChestHole Tileset
Post by: Chezzo on May 13, 2016, 05:59:58 PM
Oh, thanks for letting me know. I fixed it, banjos, masks, and more.

https://github.com/CleverRaven/Cataclysm-DDA/pull/16665
Title: Re: ChestHole Tileset
Post by: ZoneWizard on May 17, 2016, 09:04:01 PM
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
Title: Re: ChestHole Tileset
Post by: Voiddweller on May 21, 2016, 02:23:38 PM
Oh, awesome mutation art! This is inspiring :3
Title: Re: ChestHole Tileset
Post by: baldamundo on May 22, 2016, 01:08:36 PM
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!
Title: Re: ChestHole Tileset
Post by: nuker22110 on May 27, 2016, 02:32:08 PM
(http://i.imgur.com/QjapLYv.jpg)

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.
Title: Re: ChestHole Tileset
Post by: baldamundo on May 28, 2016, 01:52:55 AM
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)


Been having exactly the same issue with my fixed up APC!
Title: Re: ChestHole Tileset
Post by: Chezzo on June 01, 2016, 11:44:32 PM
Thanks for letting me know, everybody! I think I fixed what you guys noticed in my newest pr.
Title: Re: ChestHole Tileset
Post by: Kedryn on June 06, 2016, 06:30:07 PM
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
(click to show/hide)

I also did the heavy duty quarterpanel 'headlights'.

vp_hdhalfboard_ne and vp_hdhalfboard_nw
(click to show/hide)

And I did the emergency vehicle lights.

vp_light_blue and vp_light_red
(click to show/hide)

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

Edit:

vp_reinforced_windshield
(click to show/hide)

And vp_wing_mirror
(click to show/hide)


Title: Re: ChestHole Tileset
Post by: Chezzo on June 07, 2016, 04:22:34 AM
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.
Title: Re: ChestHole Tileset
Post by: Kedryn on June 07, 2016, 04:36:53 AM
Quote
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. ;) 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.
Title: Re: ChestHole Tileset
Post by: Solusphere on June 09, 2016, 02:53:59 AM
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 :)
Title: Re: ChestHole Tileset
Post by: Kedryn on June 09, 2016, 04:03:10 AM
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.

(click to show/hide)
Title: Re: ChestHole Tileset
Post by: Solusphere on June 09, 2016, 07:13:22 AM
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

(http://i.imgur.com/4TQLuL3.png)

Also, that white sash across the chest is actually a wedding veil. Shouldn't it be appearing on the face?
Title: Re: ChestHole Tileset
Post by: Kedryn on June 09, 2016, 07:36:06 PM
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:

(http://i.imgur.com/BpsgLCd.jpg)

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:

(click to show/hide)

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.

https://www.dropbox.com/s/duan3ak83aphzkz/tile_config.json?dl=0

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



Title: Re: ChestHole Tileset
Post by: Kedryn on June 12, 2016, 06:42:13 PM
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.

(http://i.imgur.com/Lnkovfm.jpg)


tiles
(http://i.imgur.com/o7F10g9.png)
Title: Re: ChestHole Tileset
Post by: Chezzo on June 13, 2016, 02:08:32 PM
Oh my god, I love you Kedryn. You are the best.

I will get these all in with the next update.
Title: Re: ChestHole Tileset
Post by: Kedryn on June 13, 2016, 04:50:07 PM
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).

(http://i.imgur.com/yenTak8.jpg)

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

(http://i.imgur.com/yAV5kOd.png)

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

(http://i.imgur.com/kQnERJw.jpg)



(http://i.imgur.com/mOghOKi.png)

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. :P

Title: Re: ChestHole Tileset
Post by: Kedryn on June 20, 2016, 10:03:00 AM
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.

(http://i.imgur.com/naiRpU9.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on June 20, 2016, 08:13:37 PM
This stuff looks AMAZING Kedryn! Thanks so much. I am going to work on getting it in the set right now.
Title: Re: ChestHole Tileset
Post by: JazzGuru on June 21, 2016, 11:35:41 PM
Oh wow, you guys are awesome!

I'm gonna jump back in-game in the next few days, and guess which tileset I'll be using... ;)
Title: Re: ChestHole Tileset
Post by: Kedryn on June 22, 2016, 01:52:26 AM
Chezzo just posting to make sure you got my message and links. As I mentioned in my message, I didn't see I had one from you until long after you had messaged me.

I also should mention that many of the thing at the beginning of the config file don't actually exist in game; they are just tiles I had assigned to some Blazemod and More Locations mod items and some items (like 'metal_stack') are items I modded in so I could carry around  '1 bunch of steel chunks' instead of '50 steel chunks'.

Edit: And JazzGuru, thank you for the compliment but it is indeed Chezzo who is the awesome one. All I did was make a few (very few) tiles. And learn a little bit about Gimp in the process.
Title: Re: ChestHole Tileset
Post by: Slax on June 22, 2016, 03:16:44 PM
Boop beep. May wanna update the zombie cop sprites. Slap some ravaged riot gear on them.
Mumble mumble, in line with their description, grumble...
Title: Re: ChestHole Tileset
Post by: Chezzo on June 23, 2016, 05:08:54 AM
Awesome, yeah I got it Kedryn. I'm working on moving everything over to the new iso set I generated. I sent you the wrong size one, but I got it figured out now.
Title: Re: ChestHole Tileset
Post by: Lyca0n on June 25, 2016, 05:13:03 PM
Omg I love you man, are you planning on making further mod support like Mshocks has or is it staying as cool as it is because I have to say I am not a fan of the 3d but I love your tileset man as it has brought alot of customization to the player and their attire (btw are you making more textures for hats as I am working on doing some texturing in my own time if you need a hand)
Title: Re: ChestHole Tileset
Post by: Kedryn on June 26, 2016, 01:22:28 AM
Boop beep. May wanna update the zombie cop sprites. Slap some ravaged riot gear on them.
Mumble mumble, in line with their description, grumble...

Slax: something like this?

(http://i.imgur.com/8mzhkrR.jpg)

And sorry I took so long to reply; have had a friend in the hospital.
Title: Re: ChestHole Tileset
Post by: StopSignal on June 26, 2016, 08:00:59 AM
That looks quite great!
Title: Re: ChestHole Tileset
Post by: Kedryn on June 26, 2016, 03:22:36 PM
Since I was in an office building to take a screenshot of my weirdo SWAT cops I decided to take another shot at the 'glass walls' and doors. Made from Chezzo's original glass walls and his windshield vehicle part.

Yea, nay?

(http://i.imgur.com/MQGjpTI.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on June 27, 2016, 03:24:46 PM
Yay! Hooray! Kedryn, this is incredible.

 I am in Chicago taking care of the kids while the wife takes care of her sick dad.

But keep posting, I really like what you are putting down. The riot cop is great, but terrain I am so bad at, and can't "see" like I can items or creatures. And I really like that you fixed it at least in that one set.

I really really WILL put all this in everyone's iso set. Love it. Thanks.
Title: Re: ChestHole Tileset
Post by: JazzGuru on June 27, 2016, 07:29:07 PM
Sweet! :D
Title: Re: ChestHole Tileset
Post by: Kedryn on June 27, 2016, 08:36:24 PM
Thanks for the compliments, Chezzo.

For me it's items and living things that are hard. I think I can do some of the terrain things because I have learned irl a little bit about building (garden beds and fences).

I have some ideas for the walls and a way to make the windows not look so awkward when placed with some of them but I don't know when I'll be able to do it as my friend is out of the hospital now and I need to spend some time with him.
Title: Re: ChestHole Tileset
Post by: Slax on June 27, 2016, 11:28:56 PM
Boop beep. May wanna update the zombie cop sprites. Slap some ravaged riot gear on them.
Mumble mumble, in line with their description, grumble...

Slax: something like this?

(http://i.imgur.com/8mzhkrR.jpg)

And sorry I took so long to reply; have had a friend in the hospital.
Very nice. :)

Gonna play through and look for stuff like this.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 01, 2016, 03:26:19 PM
Edit: I'm an idiot or a noob or both. Leaving this post anyway as evidence of my derpness and for anyone else that has ADD (no H) and fixates on things.


I need opinions. Screenshots in spoilers because they're larger than usual to show what I'm asking about.

So with the diamond shape of isometric you can have short, thick walls and tall, thin walls. The short walls bug me because a door has
to be 11 pixels tall and and like 22 pixels wide to line up with the walls.

 The tall walls bug me because when you get walls that are two or more tiles deep (like at the refugee center) instead of being solid wall you end up with what looks like a bunch of tiny, square rooms like in this screenshot of a barn I added a bunch of arbitrary walls to to show what I mean:

(click to show/hide)

I fiddled around with all kinda of various ways to make that not happen and the best I could come up with was to add, umm... 'things' to some parts of the walls like in the following screenshot of the same place; it fills the 'tiny rooms' up but some of the corners now have 'filler' and I see one of my walls is crooked which I'll fix later:

(click to show/hide)

Anyway, my question is this: Which looks worse? Tiny not-really-rooms or wonky left-right (can't do top or bottom) corners?

And I guess for fun, these are the walls I was playing with for the barn before I decided they were too 'barn-specific' or too ugly.

(click to show/hide)

And one funny screenshot; yes, I use virtual boards to construct virtual things; mostly because remembering angles is hard:

(click to show/hide)
Title: Re: ChestHole Tileset
Post by: StopSignal on July 02, 2016, 02:54:12 AM
Hmmm, tough. One does help with the "tiny rooms" issue but it looks weird in normal corners. I guess people are kind of used to the tiny rooms thing and just accept it? Even if it's kind of immersion breaking if you realize about them.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 02, 2016, 05:13:36 AM
Ah, I see something else I'm doing wrong that I would have understood if I'd only looked a little more closely at the way Chezzo does things.

Two parallel walls turn into 't-connections' and I've been build t-connections as a whole complete 't' instead of just a vertical or horizontal wall.  I thought I was making lots more 'tiny rooms' than there used to be.

One of the reasons I can't 'art'; I try to apply real world logic to it.

Thanks, StopSignal. You're right, it was a terrible idea.
Title: Re: ChestHole Tileset
Post by: StopSignal on July 02, 2016, 06:15:34 AM
Hey, it wasn't terrible! It's just that those are the limitations we have to work with, for now!
Also, don't really worry too much: thinking about it, you don't actually get to see the inside of the walls, unless you have the see through artifact, and that is really hard to get.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 02, 2016, 06:54:45 AM
Also, don't really worry too much: thinking about it, you don't actually get to see the inside of the walls, unless you have the see through artifact, and that is really hard to get.

Derp. I've been using that so long for this that I forgot all about it and how things look without it and that how things look is what's supposed to be important as opposed to how things actually are. I was trying to make something I shouldn't be able to see look better by making things we can see look worse.

I'm not even sure why I'm doing these walls; as far as I know Chezzo is perfectly happy with the ones he already has. I think maybe it was supposed to have something to do with making windows fit in most of the walls?

I get fixated on the most pointless things; thanks for breaking me out of this one. ;)

Edit: Now that I'm done trying to do the ridiculous, I finished these raising metal doors, rustic,  rural,  wooden walls and some brick walls.

(http://i.imgur.com/jzQXGf7.jpg)
Title: Re: ChestHole Tileset
Post by: Bidyhackier on July 03, 2016, 07:45:40 PM
it may sound dumb but.. how to activate these cool isometric graphics?
Title: Re: ChestHole Tileset
Post by: StopSignal on July 03, 2016, 07:50:32 PM
Hahahahaha, don't worry, it's not dumb
Make sure you have the "graphical tiles" version of the game! Not the curses one.
First, in the main menu, go to Options.
With TAB, select the graphics tab. (I think it has that name)
Then, scroll down until you see "Tileset". There, keep choosing until you see "ChestHole iso"
There it is!

Have fun playing!
Title: Re: ChestHole Tileset
Post by: Bidyhackier on July 03, 2016, 08:11:29 PM
thanks,with isometric chesthole tileset the game is even more amazing and immersive.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 06, 2016, 04:14:06 AM
Working on rock wall (the one made from actual rocks) right now. Not done and probably going to take a while until I'm happy enough with it. In the driveway of the fire station because why not:

(http://i.imgur.com/i3RgqiR.jpg)
Title: Re: ChestHole Tileset
Post by: StopSignal on July 06, 2016, 05:25:19 AM
Yessss, that looks pretty good!
Title: Re: ChestHole Tileset
Post by: Chezzo on July 09, 2016, 04:07:39 PM
Yeah, that looks incredible, Kedryn.

I'm back from my trip! I'm working on the iso set! Updates every night in my Patreon (https://www.patreon.com/user?u=2899966).

Title: Re: ChestHole Tileset
Post by: Kedryn on July 10, 2016, 04:55:25 AM
Chezzo, here are my walls and some additional things. There are three riot cops for you to choose from, glass, brick, rock and wooden walls, the metal doors opened using the winches and some metal doors that open by hand, fist or zombie head. And a floor/dirt combination tile tile that I use for backgrounds of the walls.

On the very bottom row are the doors without attached walls in case you want to plop them in something else and alternate brick wall 'end_pieces' in case the first set of them is too much.

I've also placed a dummy config file in there that I hope is helpful.

<Deleted no longer useful link>

For future reference, how can I make this easier on you?

Edit: If our restaurant hadn't gone under I'd have money with which to contribute to your Patreon.

Edit2: Working on concrete walls.

(http://i.imgur.com/RfKdFAU.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 11, 2016, 03:50:54 AM
Whoa! That is incredible work! You are doing amazing stuff to the iso set.

The best way would be to just give me your tile_config.json and tiles.png I think.

I have been fumbling with make_iso.py all week and have nothing to show for it. And you just might have surpassed my need to remake tiles.png at all.

But the whole reason I was trying to redo it with make_iso.py is so the downstairs walls and cars are redone, albeit in the crappy fake iso imagemagik does. Replacing them is even better, and you almost got that done now! You are the best, Kedryn.

(http://chezzo.com/cdda/hulktakeone.png)
But still, giant hulks! First draft! On Patreon. Come see second and third drafts on IRC. (http://webchat.freenode.net/?channels=#CataclysmDDA)

Edit: Looking at your walls, they are freaking amazing. Good job. The wood are gonna look great on cabins I think. The brick is gonna go around the firehouse and look sah-weeet. And a great cave and you are working on concrete? I would take that cave as concrete, that cave is awesome.

I feel bad a real artist had to come in and line things up with my crappily lined up walls. It was the only way I could get it to work!

Give me the tiles.txt with your name in it, too. Don't be shy, neither. This is like the nth biggest open source project out there, I put that stuff on my resume.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 11, 2016, 10:50:32 AM
Alright, I'll pack the whole thing up with the new additions; finished concrete walls, did the railings and guard rails today. I am actually pleased with the guardrails; not so much with the rails that go in the mall and such.

I'll send it via message.

P.S. That hulk is friggin scary.

Edit: Sent. Also, what walls are you wanting redone? And if you're wanting something concrete-like for the caves I can copy the concrete walls, make them more continuous (instead of giant blocks) and call them solid rock. ;) At least until I think of something better.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 12, 2016, 04:44:31 AM
I think I have a decent cave/solid_rock wall now. Unfortunately I won't be able to use the rounded corners on the left side of the screenshot because the bottom corner is the only one I'd be able have rounded with the way the walls are set up and where they connect to each other.

But it does get me started on making a 'column' tile, I guess. :P Still trying to do a metal wall, but it seems to be beyond my newbie abilities.

(http://i.imgur.com/KvTatxW.jpg)
Title: Re: ChestHole Tileset
Post by: Vulpes_Inculta on July 12, 2016, 07:04:48 AM
Hulk is terrifying!
Title: Re: ChestHole Tileset
Post by: Breligar on July 12, 2016, 08:00:22 AM
Sorry if this is off-topic, but I keep seeing different hairstyle and such on characters in these shots. Is there some way to change from the male = mohawk, female = long blonde hair?
Title: Re: ChestHole Tileset
Post by: Vulpes_Inculta on July 12, 2016, 10:45:01 AM
Sorry if this is off-topic, but I keep seeing different hairstyle and such on characters in these shots. Is there some way to change from the male = mohawk, female = long blonde hair?

Different professions seem to have different models sometimes. I'm usually playing Hockey player but just discovered he now has a mohawk model for some reason (with another model visible behind it which looks super weird). I switched to Teacher and he has normal guy model from the last screenshot.
Title: Re: ChestHole Tileset
Post by: Chezzo on July 12, 2016, 12:02:10 PM
It might also be the difference between the 32 and regular tileset.

I didn't know about Hockey, but the cop professions, doctor, and skater profession have different skins.
Title: Re: ChestHole Tileset
Post by: Vulpes_Inculta on July 12, 2016, 01:41:12 PM
It might also be the difference between the 32 and regular tileset.

I didn't know about Hockey, but the cop professions, doctor, and skater profession have different skins.

Can you return normal skin for Hockey guy? No reason for him to be punk-looking :)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 12, 2016, 07:58:38 PM
I think the Hockey profession gets the skater profession mutation I am hanging the Skater overlay on. If I take it off one I gotta take it off both.

I know, I'll make him have a missing tooth.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 13, 2016, 05:33:24 AM
Chezzo, is the example on the right the intended shape for the brick kiln in an isometric perspective? It's a little more square than I intended (was trying for a barrel shape). I can't find any good examples of a portable brick kiln on the internet to guide the shape and I don't want to make something you envisioned as a cube into a cylinder.

Don't worry, I'm not about to load you down with a million more tiles; I'm holding anything I make after I sent you the last set until your next update. ;) Plus, I think I'm going to try to focus on the broken versions of the windows... which I think is how I ended up getting starting on the walls and then forgetting all about the windows. :P

(http://i.imgur.com/3BufzM7.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 13, 2016, 07:01:17 PM
Looks great! Some kilns (http://www.theceramicshop.com/product/3980/GP-706-Glass-Kiln/?gclid=CMbPy7D58M0CFY5ZhgodBWoCHg) certainly are not square. It looks awesome.

And totally give me more tiles! You are amazing. This set looks freaking incredible!

I submitted a pr (https://github.com/CleverRaven/Cataclysm-DDA/pull/17674)!
Title: Re: ChestHole Tileset
Post by: Kedryn on July 13, 2016, 08:52:40 PM
I'm working on these windows and also trying to differentiate "t_window_domestic" and "t_window" so grocery stores and such look less 'home-like'. ;)  The gray window is supposed to have sheet metal on it, but I suck at metal. And the last one on the right is 'taped'.

And feel free to modify the tiles I have given you, it's not going to hurt my feelings. Some of them may be too light and it's always easier to darken them than lighten them.

Oh, and I'm not offended (as 'Jess' is so gender-neutral these days), but I'm a he. :)

(http://i.imgur.com/EKeVhed.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 13, 2016, 10:45:52 PM
My bad, dude. I fixed it.

Feel free to modify MY files, even if I changed it to something iso. I wasn't happy with some of it and wanted to come back to it.

For instance, doors could fill the frame and therefore be more generic, and you know how you can see the tile line in the floors and display racks but not in your pool tables or my regular tables? It'd be neat if you couldn't see the tile line.

I love those windows. I thought I saw a t_window_domestic in the set:

(http://www.chezzo.com/cdda/twindowdomestic.png)

Title: Re: ChestHole Tileset
Post by: Kedryn on July 14, 2016, 12:34:09 AM
I worked some more on the window with bars and used that frame for t_window so houses now have the mult-pane windows and business now have bigger single-pane windows with a brick frame. The taped version looks more like a cracked window, though. :-/

I have tried to make the lines on the dirt tiles go away with no success; I will try the floor, but I'm not hopeful, though it is easier to hide the lines with the darker tiles.

Grocery store windows on the right.

(http://i.imgur.com/CZxxKzN.jpg) (http://i.imgur.com/8H39elC.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 14, 2016, 01:26:33 AM
I will try my hand at the lines going away thing, when I get off this train and back to my computer.

Can you send me your latest copy?

Amazing stuff, as usual, man. So good.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 14, 2016, 01:43:03 AM
This is the best I could do with the lines on the counters:

(http://i.imgur.com/rfXKPQX.jpg)

I can upload my copy in about an hour (less, hopefully). I've got someone clamoring for my attention.

Edit: Uploading now, will send you the link when it's done uploading. Guess I'll try my hand at doors next.
Title: Re: ChestHole Tileset
Post by: 123nick on July 14, 2016, 06:39:43 AM
This is the best I could do with the lines on the counters:

(http://i.imgur.com/rfXKPQX.jpg)

I can upload my copy in about an hour (less, hopefully). I've got someone clamoring for my attention.

Edit: Uploading now, will send you the link when it's done uploading. Guess I'll try my hand at doors next.

woah, isometrics?!?! how? is it a recent feature? does it work well? how do i use these isometric textures?
Title: Re: ChestHole Tileset
Post by: Kedryn on July 14, 2016, 07:12:40 AM

woah, isometrics?!?! how? is it a recent feature? does it work well? how do i use these isometric textures?

I think there's been an iso set for a few months maybe? But recently I started making tiles for Chezzo's set (never done it before) and he liked them and added them.

The most recent set is in build 5241 (the tiles version). Instructions on how to use it are:

Make sure you have the "graphical tiles" version of the game! Not the curses one.
First, in the main menu, go to Options.
With TAB, select the graphics tab. (I think it has that name)
Then, scroll down until you see "Tileset". There, keep choosing until you see "ChestHole iso"
There it is!


Since he explains it way better than I can. :P

Edit: Chezzo, I made a more generic door and some matching door frames, open doors and damaged doors and did some work lining up the blue walls, "t-wall". Edit2: I somehow made the bowling lane guard work too.

(http://i.imgur.com/KmXpw3E.jpg) (http://i.imgur.com/g4OX1HO.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 14, 2016, 02:36:25 PM
The PR is up! There is an incredibly decent iso set in the game now! Thanks so much, Kedryn.

I was able to get rid of the lines, Kedryn. I did it by copying the tile, and pasting it on top of itself over and over until the edges aren't feathered.

I'm not sure if I like it now though! What do you all think?

(http://chezzo.com/cdda/nolines.png)

(http://chezzo.com/cdda/nolines2.png)
Title: Re: ChestHole Tileset
Post by: Kedryn on July 14, 2016, 02:48:14 PM
I think I like it on everything except the wood floor, the dirt and grass and maybe the pool table. I also think that when the bottoms of the furniture are feathered it looks better against the floors.

And I see I missed a feather on the walls near the floor. I should fix that as soon as I'm done making log walls. If I don't fall asleep first. :P

It looks super nice, though.

Edit: Definitely going to sleep now. :P
Title: Re: ChestHole Tileset
Post by: Kedryn on July 15, 2016, 05:25:23 AM
Done with log walls for now. At some future date when I learn more I may try to make them make more real life sense and I'll probably make the logs thicker.

(http://i.imgur.com/drefzWx.jpg)

Edit: Was working on standalone walls and am requesting opinions on one of them:

(http://i.imgur.com/KiwIv05.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 15, 2016, 07:52:12 PM
I think the first ones!

Man, I need to fix those doors.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 15, 2016, 08:41:23 PM
I think the first ones!

Man, I need to fix those doors.

The first ones are the ones I went ahead and sent you in my last update.

I'll try working on the doors some more; I'm not happy with how they turned out either.

Edit: Did tiny amount of work with book cases so that rows looked better-ish. Will make an actual corner piece after I work more on doors.

(click to show/hide)
Title: Re: ChestHole Tileset
Post by: StopSignal on July 16, 2016, 10:05:20 PM
Those walls are indeed great. But maybe they should be juuust a little bit darker? Not for visual reasons (i find that brown to be just perfect, actually!) but to have the floor contrast a little bit more. It's kinda easy to lose the sense of 3D, somehow! At least for me. But the tile looks great. Are you sure you didn't ever tile before like you said, Kedryn? d:
Title: Re: ChestHole Tileset
Post by: Vulpes_Inculta on July 16, 2016, 11:56:50 PM
I think the Hockey profession gets the skater profession mutation I am hanging the Skater overlay on. If I take it off one I gotta take it off both.

I know, I'll make him have a missing tooth.

Oh man, could you please upload a version without Skater mutation? I really want to play as my favorite Hockey guy again... Now, after my very promising Teacher has stepped on the land mine.
Title: Re: ChestHole Tileset
Post by: StopSignal on July 17, 2016, 12:06:59 AM
I think you have to can just go to the tiles_config.json and then search for "skater" until you find the line that has the tile configurations, and just delete that section entirely, from the first "}" to the last "{,". Copy the file before modifying though!
Title: Re: ChestHole Tileset
Post by: Vulpes_Inculta on July 17, 2016, 12:19:56 AM
I think you have to can just go to the tiles_config.json and then search for "skater" until you find the line that has the tile configurations, and just delete that section entirely, from the first "}" to the last "{,". Copy the file before modifying though!

It worked! Thank you.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 17, 2016, 12:28:51 AM
Those walls are indeed great. But maybe they should be juuust a little bit darker? Not for visual reasons (i find that brown to be just perfect, actually!) but to have the floor contrast a little bit more. It's kinda easy to lose the sense of 3D, somehow! At least for me. But the tile looks great. Are you sure you didn't ever tile before like you said, Kedryn? d:

Thank you for your constructive opinion. Yeah, I think I'll add some 'lighting' to it like I did with the other wood walls I made that were also having issues with that floor. I should have done that to begin with as it uses the same colors I used for those walls.

No, I've never tiled before or used a graphics program or drawn anything besides stick-figures. And this probably takes me longer than it would people that can actually draw or that understand 'lighting' and 'shades'. My method is to do something, see how it looks in game and then adjust based on that. And then get opinions because, for me, looking at something repeatedly has the same effect as saying a word over and over... it kind of stops making sense.
Title: Re: ChestHole Tileset
Post by: StopSignal on July 17, 2016, 01:12:29 AM
I think you have to can just go to the tiles_config.json and then search for "skater" until you find the line that has the tile configurations, and just delete that section entirely, from the first "}" to the last "{,". Copy the file before modifying though!

It worked! Thank you.

Always glad to help  (:

Those walls are indeed great. But maybe they should be juuust a little bit darker? Not for visual reasons (i find that brown to be just perfect, actually!) but to have the floor contrast a little bit more. It's kinda easy to lose the sense of 3D, somehow! At least for me. But the tile looks great. Are you sure you didn't ever tile before like you said, Kedryn? d:

Thank you for your constructive opinion. Yeah, I think I'll add some 'lighting' to it like I did with the other wood walls I made that were also having issues with that floor. I should have done that to begin with as it uses the same colors I used for those walls.

No, I've never tiled before or used a graphics program or drawn anything besides stick-figures. And this probably takes me longer than it would people that can actually draw or that understand 'lighting' and 'shades'. My method is to do something, see how it looks in game and then adjust based on that. And then get opinions because, for me, looking at something repeatedly has the same effect as saying a word over and over... it kind of stops making sense.

It may take longer, but still looks as great! And working on this kind of projects is really noble, as it is basically not only doing it for the art, but to help other people as well. And that's awesome. And a bit of self-complimenting, hahahaha
Title: Re: ChestHole Tileset
Post by: Kedryn on July 17, 2016, 08:24:26 AM
Okay is this shade better at helping to perceive 'depth'?

And I imported the washing/drying machines from the 32 set and made them iso-ey. Left side of laundromat is before, right is after. Are my whites too white (washing pun not intended).

(http://i.imgur.com/kzhcaD1.jpg) (http://i.imgur.com/RYoekaz.jpg?1)
Title: Re: ChestHole Tileset
Post by: Chezzo on July 18, 2016, 10:46:28 PM
Yeah, that looks awesome! This is great!
Title: Re: ChestHole Tileset
Post by: Kedryn on July 22, 2016, 09:06:04 AM
I've been working on windows and doors again mostly trying to find a way for the various windows to mostly clash with the various walls they're used with in the mapgen files. For the domestic windows and doors, I've done this. Example is located in a log cabin.

Armored, taped, reinforced, boarded, closed curtains, curtains and no curtains... and another taped because I forgot to remove it. And there's a door in there too. They're big but I thought being able to see if a window had curtains you could close or not without having to mouse over the tile would be helpful.

The borders around the window tiles are kind of necessary as the color blending that the game does only works in the same tile and not with neighboring tiles (it would probably be a mess if it worked cross-tile).

And then in the second pic, a cathedral because I 'isofied' the windows and made some fugly railings.

(http://i.imgur.com/Jz8j7bl.jpg) (http://i.imgur.com/aYEsZKM.jpg)
Title: Re: ChestHole Tileset
Post by: Kedryn on July 24, 2016, 09:39:16 PM
They added new terrain while I was making walls and not playing. Those bastards (not really)!

I'm not sure if this is what they meant by 'masonry walls' but granite seems pretty common in New England, so... work in progress (so very not done) haven't even done corners yet.

(http://i.imgur.com/Rt8FUAq.jpg)
Title: Re: ChestHole Tileset
Post by: Rivet on July 25, 2016, 09:31:28 AM
A minor omission: Survivor gasmasks/goggles don't actually appear on your character when worn.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 25, 2016, 06:21:42 PM
A minor omission: Survivor gasmasks/goggles don't actually appear on your character when worn.

I added the goggles overlay to the config and it works now. I'm not seeing the issues with the gasmask, though; when I wear "mask_survivor" it appears on me. Which Chezzo set is it not working for?

I'll send my set to Chezzo and let him do the pull request if he approves it.
Title: Re: ChestHole Tileset
Post by: Rivet on July 25, 2016, 07:42:02 PM
It's a 'light survivor mask' on the ChestHole32 tileset.
Title: Re: ChestHole Tileset
Post by: Kedryn on July 31, 2016, 11:24:38 PM
I think this is the best I can currently do with the "smoothed rock" wall. I just used the local courthouse as a reference. I also did the tombstones and the obelisk but not "stone slab" because I'm not sure what it's supposed to look like ( a slab of rock, a 'ten commandments' type thing etc.).

Picture taken in Autumn.

(http://i.imgur.com/8m8djPg.jpg)
Title: Re: ChestHole Tileset
Post by: ZoneWizard on August 01, 2016, 07:58:11 PM
A few questions:

1-Is the ChestHole32 still being maintained and if so, added too?

2-Small bugs and missing tiles;

*The KSG shotgun is showing up as a Raging Bull pistol on ground and held. Can't remember if the bull is the floor 1 when held =/
*No tile for Empty tin cans and soda cans or (I think) plastic bottles.
*The Rain Hood is slightly off center and a little to much to the right.

3-Is there anything to help us add or correct tiles? Also how do I add new items?...or is that a to easy question with not a easy answer?
Title: Re: ChestHole Tileset
Post by: pisskop on August 01, 2016, 08:09:20 PM
hey neat.

Stone slabs are supposed to be objects that are large enough to sit or even lay on, and may have writting on them, such as a plaque  outside a building.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 01, 2016, 10:38:57 PM
A few questions:

3-Is there anything to help us add or correct tiles? Also how do I add new items?...or is that a to easy question with not a easy answer?

If you look at the tiles.png in the gfx/ChestHole32Tileset folder (I use GIMP and configure the grid to 32x32) they are numbered (numbers aren't visible) from left to right, top to bottom, starting at number 0. Top row is 0-15, second row is 16-31 and on and on and on.

To find the number of a tile that's further down I use either a calculator or I look into the tile_config.json (in the same folder) at something close to it and count backwards or forwards. To use a calculator to find a tile from the tile_config look at the number after "fg", multiply it by 32 (that's how many pixels tall these tiles are) and then divide the result by 16 (16 tiles per row) and it will get you close enough that you can figure it out. In GIMP there are handy numbers to the left:

(http://i.imgur.com/UsKzX9N.jpg)

tiles_config.json (I use notepad++ to view and edit it) has this kind of format:

        {
          "id": "birchbark",
          "fg": 3580,
          "bg": 632,
          "rotates": false
        },

"id" is the ingame id of the item or terrain
"fg" is the foreground tile you want displayed for the item or terrain
"bg" is the background tile you want displayed behind the item or terrain
And you generally want "rotates" to be "false" for items.

Armor usually has two entries; one for the armor on the ground (or wherever) and one for when it's on you. For the ones that are on you, the "id" will be prefixed with "overlay_worn".  Examples of worn/wielded below:

        {
          "id": "overlay_wielded_boots_fsurvivor",
          "fg": 289,
          "bg": 632,
          "rotates": false
        },
        {
          "id": ["overlay_worn_bunker_pants", "bunker_pants"],
          "fg": 3711,
          "bg": 632,
          "rotates": false
        },

I hope that's enough explanation to get you started because I am terrible at explaining.



Title: Re: ChestHole Tileset
Post by: Kedryn on August 01, 2016, 10:46:06 PM
hey neat.

Stone slabs are supposed to be objects that are large enough to sit or even lay on, and may have writting on them, such as a plaque  outside a building.

Would this be the general shape and size of it?

(http://i.imgur.com/6DjHSOl.jpg)
Title: Re: ChestHole Tileset
Post by: pisskop on August 01, 2016, 10:50:38 PM
More or less.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 02, 2016, 12:03:04 AM
More or less.

I think I get it now. Thanks!

(http://i.imgur.com/wTgvuYC.jpg)
Title: Re: ChestHole Tileset
Post by: pisskop on August 02, 2016, 12:04:38 AM
:o

I like it
Title: Re: ChestHole Tileset
Post by: Kedryn on August 03, 2016, 04:06:10 AM
Finally got around to messing with this; palisade wall, open gate and closed gate. I would have had  the gate simply go up but it would clip the top 90% of the pixels off.

(http://i.imgur.com/X4prPWC.jpg)
Title: Re: ChestHole Tileset
Post by: ZoneWizard on August 03, 2016, 11:15:30 PM
thanks Kedryn for the info. I did actually deduce the math thing. But I too use GIMP and did NOT know that I could set the grid. This helps tremendously because I'd have to eyeball it and I'm sh!t with math lol

Lately I've changed a few items that have been incorrectly using un-wielded versions(the floor version). But on the bright side the grif info should help a lot. Took me forever to figure out that items usually go 1 number to it's left or right. Say line 3000 wielded and 3001 is un-wielded. I kept getting random crap being held till I noticed this lol
Title: Re: ChestHole Tileset
Post by: Kedryn on August 04, 2016, 12:06:40 AM
thanks Kedryn for the info. I did actually deduce the math thing. But I too use GIMP and did NOT know that I could set the grid. This helps tremendously because I'd have to eyeball it and I'm sh!t with math lol

Lately I've changed a few items that have been incorrectly using un-wielded versions(the floor version). But on the bright side the grif info should help a lot. Took me forever to figure out that items usually go 1 number to it's left or right. Say line 3000 wielded and 3001 is un-wielded. I kept getting random crap being held till I noticed this lol

I'm glad I could help. I also had to figure this all out on my own (and had never used anything but lolMSPaint) using other people's work as a reference. ;)
Title: Re: ChestHole Tileset
Post by: ZoneWizard on August 04, 2016, 12:23:00 AM
I should help by writing all the number codes down for my changes. So far I already fixed the KSG, Raging Bull, AK-74M....not sure about empty can/bottles though. Do we have them? I could not see them when looking through the Chest32 tiles. I'd to set those. But if they don't exist, I have no idea how to add new stuff =/
Title: Re: ChestHole Tileset
Post by: Xfin on August 04, 2016, 04:14:15 AM
Did the mod ever fix beehives's wax floor use the broken door tile? (in the non-iso versions, iso looks nicer but the controls mess with my head)
Title: Re: ChestHole Tileset
Post by: Kedryn on August 04, 2016, 05:09:06 AM
I should help by writing all the number codes down for my changes. So far I already fixed the KSG, Raging Bull, AK-74M....not sure about empty can/bottles though. Do we have them? I could not see them when looking through the Chest32 tiles. I'd to set those. But if they don't exist, I have no idea how to add new stuff =/

Yeah, if I work on something to make it 'better' for myself I always try to offer what I did to the original author so they don't also have to work on it. For me this all started out as kind of a puzzle and I love figuring things out. Actually, I can't help trying to figure things out and my friends get sad when I fall down the puzzle-rabbit-holes.

To add new things I just copy/paste an old thing and change the id, fg and bg. If you screw up and forget the comma at the end (or put one that shouldn't be there), the game is (usually) very helpful at telling you where you screwed up. If you screw up and add an ID that doesn't exist to the tile_config the game doesn't seem to care.

If you're looking for the ID of the item you can use the in-game debug menu to "wish" for it and in that window it will tell you the ID.

(in the non-iso versions, iso looks nicer but the controls mess with my head)

I think if they rotated the minimap to the same orientation as the main window it would be much less confusing. That was what confused me the most (at first; now I don't even think about it).
Title: Re: ChestHole Tileset
Post by: Chezzo on August 08, 2016, 03:55:27 PM
Yeah, I am definitely still updating things, but I dropped my laptop and it broke, and it is pretty tough to git things using Android.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 08, 2016, 05:33:51 PM
Yeah, I am definitely still updating things, but I dropped my laptop and it broke, and it is pretty tough to git things using Android.

Shit, that sucks. :(

I want to say, "I'm sorry for your loss", but sometimes that comes across as inappropriate so I'll just go with "I'm sorry."
Title: Re: ChestHole Tileset
Post by: ZoneWizard on August 08, 2016, 10:31:47 PM
A few things fixed:

AK74 Overlay wield = 3662
Tile = 1428

---

KSG (same with AUX KSG) overlay wield = 3656
Tile = 3657

---

Raging Bull overlay wield = 1515
Tile = 1532

Seems the raging Bull has 2 entries, so changem both as needed.


So chesty, are you working on empty soda/tin cans/bottles? I'd do it myself except my art sucks =/
Title: Re: ChestHole Tileset
Post by: Kedryn on August 09, 2016, 05:43:15 PM
I literally disassembled, resized and straightened out the oven/stove and refrigerator (each 'cube' shaped item has 3 sides and it's easier to work on them if I take them apart). I added a placeholder bucket and empty aluminum can.

While playing I discovered I couldn't see card readers and ATMs anymore because they were still flat on the ground and the walls blocked them so I imported them from the 32 set, 'iso-fied' them and gave the card reader the cement wall background.

The ATMs will always face the same direction as their entry in the terrain.json doesn't 'connect' them to anything, though I can make it so if they're side by side it will make sense. I also need to smooth their edges out as I was in a hurry at the time andthey really stand out right now.

The contents of the sealed jar are now irrelevant to the graphics (there seems to be no way to differentiate them) so they will all look the same no matter what's in them. Also added a pumpkin.

I want to get the jacks, boom crane, cantilever, plow, reaper and planter in but I don't know how to make those (no skill).

(http://i.imgur.com/xpAGvgf.jpg)
Title: Re: ChestHole Tileset
Post by: StopSignal on August 10, 2016, 04:30:52 AM
New stuff looks badass! Great work d:

EDIT: Hey people, could you tell me what i have to do to set random tiles for certain things? I'd like to do that with grass and maybe some broken floors.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 11, 2016, 12:56:44 AM
New stuff looks badass! Great work d:

EDIT: Hey people, could you tell me what i have to do to set random tiles for certain things? I'd like to do that with grass and maybe some broken floors.

I can't explain it, but I can show you an example. The following, unless I'm a moron (so very possible!), should have the first two options at 25% chance a piece and the third option at 50%.

Code: [Select]
{
          "fg": [
            {
              "sprite": 5932,
              "weight": 1
            },
            {
              "sprite": 5933,
              "weight": 1
            },
            {
              "sprite": 5934,
              "weight": 2
            }
          ],
          "bg": 642,
          "id": "mon_zombie_cop",
          "rotates": false
        },
Title: Re: ChestHole Tileset
Post by: StopSignal on August 11, 2016, 01:32:51 AM
That's enough! Thanks a lot, Ked! d:
Owe you one!
Title: Re: ChestHole Tileset
Post by: Kedryn on August 11, 2016, 03:52:08 AM
So close but I'm still like a toddler with crayons.  I'm talking about the plow and the tires.

(http://i.imgur.com/wtvlWER.jpg)

Edit: Having given up on round things I've been trying to make the vehicle forges and rigs look like they do in the 32 set. I need to figure out the blurry.

32 set, current set, my attempt at shaping it.

(http://i.imgur.com/r05yCgC.jpg)
Title: Re: ChestHole Tileset
Post by: Kedryn on August 12, 2016, 11:27:15 AM
Went ahead and added the filters and drive belt for the faulty engines. Finished importing the vehicle workshops; not overly pleased with how I made them look but I don't know how to make them better. Gave up on treads for the wheels. Need better, and more various,  hubcaps. :P

Also swapped the assigned tiles for the forge and the kitchen buddy so that the one with the orange glow is the forge.

Also, Quadbike.

Not to scale or the filters would be little tiny blobs. :P

(http://i.imgur.com/CDMziPC.jpg) (http://i.imgur.com/UJvgEGg.jpg)

And the acetylene lamp. On/off and wielded on/off.

(http://i.imgur.com/6CcdClB.jpg)

The following could work if I also made a mod that added a million variations of car parts (front vs rear vs side windshields, front seat doors vs rear seat doors etc.) and had a way to show more than just one part per tile (so headlights could show on whatever was beneath them and wheels could show up even if there was a board there also). But that would add a whole bunch of "if/then" in the tile_configs (not possible) and the mod would conflict with just about every other mod so not so feasible. But it was fun messing around. :P

(http://i.imgur.com/JOhDByV.jpg)
Title: Re: ChestHole Tileset
Post by: stk2008 on August 12, 2016, 03:00:18 PM
Looks awesome man :)
Title: Re: ChestHole Tileset
Post by: Chezzo on August 15, 2016, 03:17:59 AM
Holy good god, Kedryn! The car parts look sick! I am going to have to add lots of this stuff back into 32 and 24. 

You rule.

Send it to me! I will get it up for everybody.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 15, 2016, 09:05:34 AM
Sent to you, Chezzo. Sorry it took me so long; I was lost in Gimp and didn't get your message. :P
Title: Re: ChestHole Tileset
Post by: DG123 on August 15, 2016, 12:43:38 PM
Wow, this is looking impressive.

I took a long break from playing so I'm not sure how this isometric business works...

Does it make walking in the right direction tricky?

Or... driving?

Also, what in the world is my modified tank with actual tank cannon and turrets going to look like with this tileset in isometric mode? I don't think the cannon showed up at all in the older tileset I'm using.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 15, 2016, 02:03:12 PM
I don't even know how I'd go about making a tank gun fit in a tile.

Walking in the right direction isn't tricky; up (8) is still up but it's Northeast instead of North. If you're looking at the minimap and pressing 8 that can be confusing at first as the minimap still has North as up.

Driving isn't hard at all because of the way it works with up accelerating and left right turning you left or right based on current vehicle direction.

This is what tanks look like right now. Still no tank turret. :P

(http://i.imgur.com/N9cgP5B.jpg)

I feel like I'm posing for the cover of 'Tank Monthly' or something.
Title: Re: ChestHole Tileset
Post by: StopSignal on August 15, 2016, 09:11:18 PM
What about making some kind of "turret controls"?
Title: Re: ChestHole Tileset
Post by: Kedryn on August 16, 2016, 02:31:28 AM
What about making some kind of "turret controls"?

That's a good idea.

I'll use this as a placeholder until I can figure a way to make that look decent. I was thinking like the bubble/hatch thing on top of tanks, I just need to make it work.

(http://i.imgur.com/UtX5tGf.jpg)

The furthest I can make something stick out is halfway over the next tile; however, when something sticking out like this is rotated towards you, things in front of it (closer to the screen) will block parts of it. I could take the barrel off and pretend the line of quarter-panels is the barrel (which I think was the intention when the tank was designed).

I like this one better, I think; Also, water cannons. And spotlights. I wish there was a way to have "vp_spotlight_on" without also having to make a mod.

(http://i.imgur.com/ESWXuvl.jpg)    (http://i.imgur.com/Gx5geHW.jpg)





Title: Re: ChestHole Tileset
Post by: Kedryn on August 17, 2016, 09:30:38 AM
Today I made myself finish the plow. And then I spawned a tractor to look at the plow and the tractor  had weird brackets for wheels.

So, treads. And plows.

(http://i.imgur.com/gOSNpAh.jpg)
Title: Re: ChestHole Tileset
Post by: ZoneWizard on August 19, 2016, 09:12:28 PM
Another for chest32:

Pistol_Pepperbox
fg:1441 and needs a wield overlay tile.


Also these guns need a few tiles.

M240 needs a wield tile.
SIG 552 needs a wield and floor tile.

Not sure if these are apart of other gun mods though. So try not to consider me a dick for writing these adages >_>
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on August 19, 2016, 11:36:16 PM
Bug report:


The A 180 drum magazine needs a sprite.

The 7.62x25mm hot load and the 7.62x25mm Type P need some sprites.

Title: Re: ChestHole Tileset
Post by: Kedryn on August 22, 2016, 07:59:46 PM
I've been working on tables, counters, the front sections of cars, police lights, the playground items and telling plates to lie flat.

I also did bathtubs but forgot to take a picture.

Playground and Coffeeshop:

(http://i.imgur.com/jlWuAtq.jpg) (http://i.imgur.com/TZXPGkP.jpg)

Police car:

(http://i.imgur.com/hR1Jira.jpg)

I need to work on the shading for the monkeybars because it's doing that optical illusion thing to me where sometimes it's facing one way and sometimes another.

And I should probably replace the countertops with wood because they look like you'd get glass if you deconstructed them but you wouldn't.

That's the best I could get with the slide; to the game those two middle pieces are the same and they wouldn't connect running at any other angle. But I think you can tell it's a slide now without mousing over it?

I wish chairs would face tables, but meh.
Title: Re: ChestHole Tileset
Post by: Chezzo on August 23, 2016, 11:06:01 PM
I wish there was some way to make stuff rotate correctly too.

Great work, man. I think the monkey bars are awesome!
Title: Re: ChestHole Tileset
Post by: Kedryn on August 24, 2016, 01:30:36 AM

Great work, man. I think the monkey bars are awesome!

Those are the bars that were already there; I just raised them 12 pixels up and gave them legs. And configured the pieces in the config. :P

I made the gallon jug sit up straight on the counters and did the arcade machine (by reskinning the ATM with the arcade machine that was already there). I'm so random in the things I choose to do.

Oh, and benches. Gave them backs and then took them out because facing. But they has legs, Lt. Dan.

(http://i.imgur.com/FyNbkAW.jpg) (http://i.imgur.com/BhdbCoj.jpg)
Title: Re: ChestHole Tileset
Post by: AdonaiJr on August 24, 2016, 06:45:27 PM
You guys are doing an amazing job at this tiles. I just wanted to thank for making the game better for all of us.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 25, 2016, 12:18:57 AM
Bug report:


The A 180 drum magazine needs a sprite.

The 7.62x25mm hot load and the 7.62x25mm Type P need some sprites.

Added to iso. I'll let Chezzo pull them from the iso and add them to 32. ;)

Updated (many times):

(http://i.imgur.com/7WDLlS6.jpg)
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on August 25, 2016, 12:42:22 AM
(click to show/hide)

Also, if you want some free sample images of many ingame cartridges, this photo should cover it: https://upload.wikimedia.org/wikipedia/commons/5/5c/Cartridges.jpg (https://upload.wikimedia.org/wikipedia/commons/5/5c/Cartridges.jpg)
(left-to-right: .22 LR, 32 ACP, 7.62x25mm, [380 ACP, not in the game], 9x18mm, 9mm, 38 Special, .40 S&W, 45 ACP.)


Overall, your additions to the tileset look good; The effort to integrate the items into the same style has made the game look better than before. I hope to see more.
Title: Re: ChestHole Tileset
Post by: manapegonewrong on August 25, 2016, 06:29:32 PM
Oh my god, I love you Kedryn. You are the best.


Created this account after two years of lurking to say:

Agree!

Thanks, Kedryn.  Digging the ISO.

Edit, after catching up on the whole thread:

Fantastic work, Kedryn.  I've been kicking around the idea of banging out an ISO tileset, but just haven't.  Lazy, and busy, mostly.  :D  But, seriously... you're doing awesome work and I no longer need to considering making one, now.  Thank you very much for your time and effort.  I've been modding for a long time (I was one of the founders for the temple of elemental evil mod, "The Circle of Eight", back when I used a different handle... and earlier projects), doing code and art, and I mention that to add weight to this comment: your work is top shelf!

Thanks again!  I've been on a month or two break from C:DDA, but no longer thanks to you. :)

-M

PS.  Follow Chezzo's advice, and put this stuff on your resume if it's applicable to your career, man. 
Title: Re: ChestHole Tileset
Post by: Kedryn on August 25, 2016, 09:03:56 PM
I really don't know what to say. I get really awkward and uncomfortable over compliments I'll just go with 'thank you' (and I mean it).

When I made my first few posts I was expecting a bunch of 'gtfo noob' and to never post again; but Chezzo and others have been very encouraging, friendly and helpful.

I also want to clarify, as I couldn't tell for sure from your post if you already knew, but Chezzo made and maintains this iso set (I'm not organized enough to actually maintain a set or four like he does). I just add tiles to it; and even most of those are just his work from the 32 set modified to be iso. I guess I did do most of the walls myself, though. Anything else I tried to make from scratch looked super obvious in-game (like 'one of these things is not like the others').

The downloadable version of the game doesn't have all of the newest stuff from this set in it (I think it's a month or so old) but as soon as Chezzo gets his hard drive I think he'll be Githubbing (or whatever the verb for that would be) the set I sent him today.

Thank you for taking the time to register and post (I'm always super reluctant to register with yet another place).

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


Created this account after two years of lurking to say:

Agree!

Thanks, Kedryn.  Digging the ISO.

Edit, after catching up on the whole thread:

Fantastic work, Kedryn.  I've been kicking around the idea of banging out an ISO tileset, but just haven't.  Lazy, and busy, mostly.  :D  But, seriously... you're doing awesome work and I no longer need to considering making one, now.  Thank you very much for your time and effort.  I've been modding for a long time (I was one of the founders for the temple of elemental evil mod, "The Circle of Eight", back when I used a different handle... and earlier projects), doing code and art, and I mention that to add weight to this comment: your work is top shelf!

Thanks again!  I've been on a month or two break from C:DDA, but no longer thanks to you. :)

-M

PS.  Follow Chezzo's advice, and put this stuff on your resume if it's applicable to your career, man.
Title: Re: ChestHole Tileset
Post by: Chezzo on August 26, 2016, 12:58:33 AM
Yeah, Kedryn's additions are AMAZING. My hard drive comes tomorrow, and the first thing I am going to do is git those changes up, and the second thing I'm gonna do is play the snot out of the iso set on my twitch (http://twitch.tv/chestjole), and the third thing is to is fix all these problems you lovely ladies pointed out, and run and address the missing tiles checker.

I have been playing on my iPad, but it is not the same! That and I can't figure out an iPad file manager to over wright my old tileset. If someone knows how, I would appreciate you letting me know.

Title: Re: ChestHole Tileset
Post by: Chezzo on August 26, 2016, 07:49:17 AM
Double post, but apparently someone thinks that everyone who plays this game has dirty carpets and lives in Warsaw.

You know, I put the counters in before I played this game very much, and didnt even know about dissembling things, but you made them so freaking COUNTERY! Like, there is no mistaking that for anything other than a counter. I feel like if you made them wood they could get mixed up with tables.

I think counters need to change, not the other way around.

Trees and bushes could use some love! I changed some to iso, but not others.
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on August 26, 2016, 07:56:24 AM
Two acct's, both 31 year old males, one Polish, one Croatian. Probably the same guy. Can somebody contact Rivet?

Title: Re: ChestHole Tileset
Post by: Kedryn on August 26, 2016, 09:26:52 AM
Double post, but apparently someone thinks that everyone who plays this game has dirty carpets and lives in Warsaw.

You know, I put the counters in before I played this game very much, and didnt even know about dissembling things, but you made them so freaking COUNTERY! Like, there is no mistaking that for anything other than a counter. I feel like if you made them wood they could get mixed up with tables.

I think counters need to change, not the other way around.

Trees and bushes could use some love! I changed some to iso, but not others.

I have tried to work on trees and bushes but I always end up with a blobby thing or a tangled wire looking thing. And representing a whole tree in a space the size of the corner of a car or the size of a table... I dunno. Even if they were bigger they'd block sight of entire tiles.

I do like the way the counters turned out but you did most of the work on them. All I did was guess how the sides were supposed to look based on the third picture.

I stumbled across them when I was switching in-game tileset to 32 and back to see the results of something I was modifying and thought they looked really cool so I had to try to bring them in.

Iso set, 32 set, 32 tile, iso tile (before downsizing)

(http://i.imgur.com/VvphXCr.jpg)

I need to figure a better way to do things like this, though, so I don't end up with something I have to shrink. Of course that would mean manual smoothing of some of the of the hard lines but at least it wouldn't smooth the whole item.

And, lastly, at least with having to merge the book covers and their bodies into the foreground I was able to make the books match their covers. It took me forever to figure out what the weird thing below the floating book covers was.

Before, after

(http://i.imgur.com/k5KgIWQ.jpg) (http://i.imgur.com/oXkquEK.jpg)

I wish the Polish carpet-man would go home. and take his impregnating carpet cleaner with him. And by 'home' I mean off of these forums not 'back to his country' like he's not allowed to leave it or something. :P



Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on August 26, 2016, 10:41:21 AM

I have tried to work on trees and bushes but I always end up with a blobby thing or a tangled wire looking thing. And representing a whole tree in a space the size of the corner of a car or the size of a table... I dunno. Even if they were bigger they'd block sight of entire tiles.

I do like the way the counters turned out but you did most of the work on them. All I did was guess how the sides were supposed to look based on the third picture.

Could you show some of your original work?
Title: Re: ChestHole Tileset
Post by: Kedryn on August 26, 2016, 06:21:36 PM

Could you show some of your original work?

That's what I've been trying to explain at times; I'm not an artist and I don't have original work. Everything I make is made from pieces of something else, mostly from the things Chezzo has made, some from 6x8 chunks of pixels taken from photos of friends.

The things I made myself are the walls, the windows (stole the glass from Chezzo, though), the doors, the summer and autumn grass

Links to posts of things I did by myself:

http://smf.cataclysmdda.com/index.php?topic=9587.msg278445#msg278445 (http://smf.cataclysmdda.com/index.php?topic=9587.msg278445#msg278445) (rock wall looks better now)
http://smf.cataclysmdda.com/index.php?topic=9587.msg278748#msg278748 (http://smf.cataclysmdda.com/index.php?topic=9587.msg278748#msg278748)
http://smf.cataclysmdda.com/index.php?topic=9587.msg278097#msg278097 (http://smf.cataclysmdda.com/index.php?topic=9587.msg278097#msg278097)  (not the windows and the walls have been touched up since then)
http://i.imgur.com/kQnERJw.jpg (http://i.imgur.com/kQnERJw.jpg) (just the picket fence. And the more progress I make on other things the worse it looks to me)
http://smf.cataclysmdda.com/index.php?topic=9587.msg277263#msg277263 (the grass)

Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on August 26, 2016, 08:16:50 PM
The fences look good; the concrete walls look good. You are actually doing a good job in several ways.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 26, 2016, 11:09:09 PM
The fences look good; the concrete walls look good. You are actually doing a good job in several ways.

Thank you, I appreciate it; because I really have no idea what I'm doing. I post so many pictures so that I can make sure that I'm actually making something look better instead of worse. And if you see a default icon for something it's usually because anything I tried to make for it was even uglier than a giant green comma.

This is the post I made that is the reason for me downloading the gimp. And those are the only things I intended to work on before uninstalling a program I never thought I'd use regularly as I'm not creative at all.

http://smf.cataclysmdda.com/index.php?topic=9587.msg276503#msg276503 (http://smf.cataclysmdda.com/index.php?topic=9587.msg276503#msg276503)

_______________________________________________________
(Kind of a separate post but I didn't want to make two posts in a row)

Which one of the handles on this hammer looks better? I think the third one but I could just be making it too blurry instead. All I did was copy the neighboring pixels over the black outline pixels at a transparency of 50%.

The hammer is Chezzo's; I'm just trying to make the handle look more like a cylinder and the iso rendering seems to exaggerate the black outlines for some reason because they don't look like this in 32 even though the tiles are identical.

(http://i.imgur.com/eqt1XMW.jpg)
Title: Re: ChestHole Tileset
Post by: Kedryn on August 27, 2016, 11:37:28 AM
While merging the books in game I want to say how in awe I am at Chezzo's ability to convey so much information in so few pixels. I could look at those tiny little book covers and have a really good idea which kinds of books they were for.
Title: Re: ChestHole Tileset
Post by: StopSignal on August 27, 2016, 06:39:33 PM
It's all about letting your imagination fill in the blanks!
Title: Re: ChestHole Tileset
Post by: Chezzo on August 27, 2016, 07:38:43 PM
I didn't make half those tiles you are talking about, they are in lots of tilesets. Thanks though.

Gah, now I need a boot disk, and my chromebook wont make one without being in developer mode. I even have some apparently broken boot disks laying around that don't work.

Screw this, I am buying a desktop.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 27, 2016, 09:03:23 PM
I didn't make half those tiles you are talking about, they are in lots of tilesets. Thanks though.

My bad. I guess that's the nature of creation projects like Cata; who made what gets lost in the maelstrom of things being made. Like Roman tiles being repurposed into new constructions after the fall of Roman England. But, you know, not a downward spiral leading to the Dark Ages or whatever.

Gah, now I need a boot disk, and my chromebook wont make one without being in developer mode. I even have some apparently broken boot disks laying around that don't work.

Screw this, I am buying a desktop.

I <3 my desktop even though my graphics card died and I had to fall back to the onboard.

I'm sorry your computer has started to get all uppity.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 28, 2016, 03:52:23 AM
My first attempt at a shrub from scratch; a try for the Cornus sericea (Red Osier Dogwood). It almost doesn't look awful.

(http://i.imgur.com/psnnnwh.jpg)

I think if I work on the colors of the canes and throw some green 'fog' in between the leaves so you can't see cleanly through the gaps, I can make it look decent. Oh, and more leaves and probably more cane shapes. Assembled from the twigs and leaves I made on the right.

(http://i.imgur.com/OdgaCDO.jpg)

Edit: I don't know... but I think I accidentally figured out how to make a tree top.

(http://i.imgur.com/FWXHL4c.jpg)

Edit3: Oh look, I made a tree! And I totally did it on purpose! >.>     <.<

(http://i.imgur.com/I0bS4bx.jpg) (http://i.imgur.com/zyHMKYi.jpg)

Edit4: Blossoms are hard (for me). Looks better zoomed out more, but still.

Edit2: Posted about something that makes tents awful in the garage forum:

http://smf.cataclysmdda.com/index.php?topic=13196.0 (http://smf.cataclysmdda.com/index.php?topic=13196.0)
Title: Re: ChestHole Tileset
Post by: Chezzo on August 28, 2016, 10:23:46 AM
Quote
My bad. I guess that's the nature of creation projects like Cata; who made what gets lost in the maelstrom of things being made. Like Roman tiles being repurposed into new constructions after the fall of Roman England. But, you know, not a downward spiral leading to the Dark Ages or whatever.

Haha, yeah, there has been some crazy awesome stuff in previous tilesets. Like, Thuzor showed me you can make broken vehicle parts. Speaking of, I really wish there was some way to get those wheels to render on top, so you could tell at a glance if they were broken.

Quote
Edit2: Posted about something that makes tents awful in the garage forum:

http://smf.cataclysmdda.com/index.php?topic=13196.0

Awesome, I made an issue on github about it.  https://github.com/CleverRaven/Cataclysm-DDA/issues/18134

I love the new bushes, I bet they look great with my iso trees.

Desktop is coming tomorrow by Amazon drone! Can not freaking wait to play with this.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 28, 2016, 11:41:39 PM

Haha, yeah, there has been some crazy awesome stuff in previous tilesets. Like, Thuzor showed me you can make broken vehicle parts. Speaking of, I really wish there was some way to get those wheels to render on top, so you could tell at a glance if they were broken.

The only way currently is with a mod that changes their position to "on_top". But then I don't think they would act like wheels anymore and your vehicle might not move; also, you wouldn't be able to place other "on_top" things in that spot.

Quote
Desktop is coming tomorrow by Amazon drone! Can not freaking wait to play with this.

Scary and cool.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 29, 2016, 07:47:44 PM
Does the floor on the right look better or worse?

Since in the 32 version the lines of the floor were diagonal, there were light pixels in between dark pixels once it was rotated and shortened (which made the lines vertical and horizontal) for iso. I didn't notice this until I manually 'iso-fied' it myself because I wanted to see why it didn't look as good in iso as it did in 32.

The little diamonds surrounded by black are the tiles before I shrank them to fit; the one on the left is before I made the lines more solid. I also darkened that one wood piece that was lighter than the others because, in a repeating pattern, it really stands out (though I guess since floors don't use multi-tile I could add multiple floors with different lightened wood pieces and have it randomly choose).

I wish I could make them seamless like the walls but to be seamless requires the tile to touch the edges of the grid and since the grid is square and the tiles are diamond shaped they end up overflowing onto the next tile (which doesn't matter with walls unless you want rounded corners or some other interesting things. Okay, it matters.).

(http://i.imgur.com/21MdPhL.jpg)
Title: Re: ChestHole Tileset
Post by: StopSignal on August 30, 2016, 12:10:00 AM
I didn't really understand at the end which one was the new one and which one was the old one, but I'd go with the right one. It's more smooth and the repeating pattern isn't noticeable. Though somehow there is a visual effect that makes the pattern be different from the one on the left but if you inspect them they are the same. The wood slabs look smaller and that makes them look more intricate, and maybe someone could be bothered by that? Not me though.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 30, 2016, 01:15:20 AM
I didn't really understand at the end which one was the new one and which one was the old one, but I'd go with the right one. It's more smooth and the repeating pattern isn't noticeable. Though somehow there is a visual effect that makes the pattern be different from the one on the left but if you inspect them they are the same. The wood slabs look smaller and that makes them look more intricate, and maybe someone could be bothered by that? Not me though.

My bad; the left one is the old one and the right one is the one I manually adjusted. It is weird how it changed the pattern even though it didn't. Lines are weird that way, I've been learning recently.
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on August 30, 2016, 03:03:01 AM
(Kind of a separate post but I didn't want to make two posts in a row)

Which one of the handles on this hammer looks better? I think the third one but I could just be making it too blurry instead. All I did was copy the neighboring pixels over the black outline pixels at a transparency of 50%.

The hammer is Chezzo's; I'm just trying to make the handle look more like a cylinder and the iso rendering seems to exaggerate the black outlines for some reason because they don't look like this in 32 even though the tiles are identical.

(http://i.imgur.com/eqt1XMW.jpg)
I concur.
Does the floor on the right look better or worse?

Since in the 32 version the lines of the floor were diagonal, there were light pixels in between dark pixels once it was rotated and shortened (which made the lines vertical and horizontal) for iso. I didn't notice this until I manually 'iso-fied' it myself because I wanted to see why it didn't look as good in iso as it did in 32.

The little diamonds surrounded by black are the tiles before I shrank them to fit; the one on the left is before I made the lines more solid. I also darkened that one wood piece that was lighter than the others because, in a repeating pattern, it really stands out (though I guess since floors don't use multi-tile I could add multiple floors with different lightened wood pieces and have it randomly choose).

I wish I could make them seamless like the walls but to be seamless requires the tile to touch the edges of the grid and since the grid is square and the tiles are diamond shaped they end up overflowing onto the next tile (which doesn't matter with walls unless you want rounded corners or some other interesting things. Okay, it matters.).

(http://i.imgur.com/21MdPhL.jpg)
The right one is best.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 30, 2016, 08:36:08 AM
Thanks for your input, guys. I went ahead and tried to see if I could regain some detail from the 32 set on the ground/floor tiles. I've done grass, dirt and pavement by shrinking the tile from 32/32 to 28/28 before iso-fying it.

Left one is the old one:

(http://i.imgur.com/cGrRp2y.jpg)

Changes are pretty subtle but better, I think.

(http://i.imgur.com/529s2AD.jpg)

Sidenote: Maybe I don't hate my blossoms after all. (Left is current downloadable, right is what I have).
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on August 30, 2016, 06:10:21 PM
The pink trees look good!
Title: Re: ChestHole Tileset
Post by: StopSignal on August 30, 2016, 06:29:34 PM
It looks quite good! It stopped looking "blurry", and that's awesome.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 31, 2016, 08:45:44 AM
Didn't do much today because social obligations smacked me upside the head and tried to eat me.

So I played around with "what if" and modded the "tanks" mod to add a new quarterpanel called "barrel" and then changed the tanks that spawn to use that part and then I whipped up a quick green barrel and got this:

(http://i.imgur.com/bezShBB.jpg)

I'd have made the barrel seamless but blah, blah, blah, you've heard this before.

This just makes me wish I had a bunch of cool, green, heavy duty quarterpanels and boards but that's gonna take awhile because doing car parts makes me feel like I'm smashing my face into a wall; so many curvy spots. Also having green HD parts might make some people end up with Christmas cars and that wouldn't be fun. Funny, but not fun.

Having multiple colors for people to choose from would be cool but it would also add an extra, irritating menu step when welding things in and cause the tiles.png to get very, very large.

But I did manage to make an ATGM turret today; at least I hope it looks somewhat like one. It's next to the windshield on the vehicle that isn't the tank. And I guess I changed the security cameras too? I must have done that in my sleep or a dorf sneaked in and did it for me. Or someone was talking to me while I was doing it. yAyDD.
Title: Re: ChestHole Tileset
Post by: Chezzo on August 31, 2016, 04:46:05 PM
All right, awesome! I have a computer and everything.

I got all that awesome stuff Kedryn put out in a pr.

https://github.com/CleverRaven/Cataclysm-DDA/pull/18171

Time to roll through these changes everyone pointed out, and get you all a nice clean crisp copy of all my tilesets.

Title: Re: ChestHole Tileset
Post by: AdonaiJr on August 31, 2016, 06:06:18 PM
I wish I could "like" you guys additions posts a billion times!

Playing ISO view mode is maturing very quickly, thanks for you guys effort. I can't go back, already.
Title: Re: ChestHole Tileset
Post by: Kedryn on August 31, 2016, 09:37:33 PM
Yay, an update to the version that comes with the game! The one from July (or was it June?) was kind of broken because when I deleted the old wood walls after adding the new ones I hadn't realized that log walls used them too. And I also had missed all of the "_season_winter" suffix versions as well.

Any SDL version 5432 or later should have all of the tiles I've been posting (aside from yesterday's tank post).

Which reminds me; I guess I should work on reimporting the snow tiles so they look as not-blurrified as the new dirt, floor and grass tiles.

And possibly look at some of the tiles that I had made that I intentionally blurred to make them fit in because they really stood out at the time.

Also, where are your iso trees, Chezzo? I wanted to learn by staring at them! Being able to almost make something is more frustrating than not being able to do it at all. :P

And thanks, AdonaiJr. ;)
Title: Re: ChestHole Tileset
Post by: Chezzo on August 31, 2016, 11:55:54 PM
My iso trees are gone! I went looking for them too, and also found nothing. Here is what they used to look like:

(http://chezzo.com/cdda/isilockers2.png)

I will dig through old forks and such, see if I can't find them.

I totally know what you mean, AdonaiJr. When you stand on a counter, (or anything appropriate,) you go up! When you get off, or go in a pit, you go down!

You can't beat that.

You just can't.

I edited dissectors to make lab challenges complete! I am really digging all the stuff you did, Kedryn.
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on September 01, 2016, 12:29:30 AM
I have an old 0.C experimental from the 4500+ range. Would it be there?
Title: Re: ChestHole Tileset
Post by: Kedryn on September 01, 2016, 01:45:33 AM
My iso trees are gone! I went looking for them too, and also found nothing. Here is what they used to look like:

<snip>

I will dig through old forks and such, see if I can't find them.

I totally know what you mean, AdonaiJr. When you stand on a counter, (or anything appropriate,) you go up! When you get off, or go in a pit, you go down!

You can't beat that.

You just can't.

I edited dissectors to make lab challenges complete! I am really digging all the stuff you did, Kedryn.

I must have them on my HD because I used them in my before/after picture here:

http://smf.cataclysmdda.com/index.php?topic=9587.msg282132#msg282132 (http://smf.cataclysmdda.com/index.php?topic=9587.msg282132#msg282132)

(http://i.imgur.com/529s2AD.jpg)

I don't remember taking them out but I do get, umm... 'carried away' sometimes. Probably when I grabbed all of the fruit and autumn trees from the 32 set to replace the ones that got make_iso'd into floor shapes.

Edit2: Working on super boring things right now. No, seriously (left pic is original):

(http://i.imgur.com/VYiNwXn.jpg)

Edit: Chezzo, here's a link to the last set of tiles I have that contains your iso trees so you don't have to hunt them down because of my error:

https://www.dropbox.com/s/n0bmqh2h4ec3vle/tiles.rar?dl=0 (https://www.dropbox.com/s/n0bmqh2h4ec3vle/tiles.rar?dl=0)
Title: Re: ChestHole Tileset
Post by: Chezzo on September 02, 2016, 01:07:51 AM
Oh amazing, I love the batteries. Keep it up!

I downloaded and played around with the awesome Parks and Recreation mod, and it made me do cannabis for the dispensary.

(http://i.imgur.com/h8JOfpb.png)

And I did dissectors like I said:

(http://i.imgur.com/0y9Px9k.png)

Someone on IRC mentioned that the description makes no mention of saws like in all the tilesets. However, the description DOES say beams of electricity.

You know, those electricity beams. Science!

So I was thinking about slapping on a cross between the new Tesla chargers and a James Bond laser beam.
Title: Re: ChestHole Tileset
Post by: Rivet on September 02, 2016, 05:25:54 AM
Y'all are doing amazing work!
Title: Re: ChestHole Tileset
Post by: Kedryn on September 02, 2016, 12:34:59 PM
And I did dissectors like I said:

Very nice.

Quote
So I was thinking about slapping on a cross between the new Tesla chargers and a James Bond laser beam.

That sounds really cool.
Title: Re: ChestHole Tileset
Post by: TheMightyHercules on September 03, 2016, 02:22:05 AM
Just fully mutated my character with the Lizard Branch and it appears that the "Thick Scales" mutation doesn't have any texture/skin.

My Version of Cata I'm using is 0.C 5438.

If this was already addressed I am sorry that I brought this only "Bug" up.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 03, 2016, 08:38:09 PM
Just fully mutated my character with the Lizard Branch and it appears that the "Thick Scales" mutation doesn't have any texture/skin.

My Version of Cata I'm using is 0.C 5438.

If this was already addressed I am sorry that I brought this only "Bug" up.

I see an overlay for this in the iso set but not the 32 set. Do you know how to tile_config? If so, open tile_config.json with notepad++,
ctrl-g to line 22955 and change the line that says
Code: [Select]
id: "overlay_male_mutation_SLEEK_SCALES",to:
Code: [Select]
"id": [ "overlay_male_mutation_SLEEK_SCALES", "overlay_male_mutation_THICK_SCALES" ],
And then do the same to line 23230 only it would be female instead of male.

These entries are listed twice for both sexes so make sure you update the lines I mentioned; the set pulls from the last entry of a specific object.

I'm sure Chezzo will fix it in his next Chesthole32 pull request so this post is only if you want it fixed, like, right now.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 03, 2016, 08:59:47 PM
And now a question:

What is the "=" supposed to be? I see it on the schoolbus and the semi. The description is just "horizontal quarterpanel 2". But what is it supposed to represent?

(http://i.imgur.com/eJeV3mA.jpg)

Right now I have it like this:

(http://i.imgur.com/JCvbu92.jpg) (http://i.imgur.com/oQIb2tr.jpg)

But I'm not leaving it like this because it looks rather stupid and I don't even know if that's what it's supposed to be.

Edit: I'll be leaving it like the picture on the right until I have a better idea.

Sidenote: Every time I change something I wish for a new feature; I made tires round and now I wish they would spin. I made grass tall in Summer and Autumn and now I wish it would hide things (and wildlife/zombie predators).
Title: Re: ChestHole Tileset
Post by: Kedryn on September 04, 2016, 06:18:01 PM
Someone on the twitch stream commented on the crates so I turned the left side of the screenshot into the right side.

(http://i.imgur.com/MBt3XO4.jpg)

I'm not entirely happy with them but I think they fit better.
Title: Re: ChestHole Tileset
Post by: Chezzo on September 04, 2016, 06:19:52 PM
Haha, whoa! I just now PMmed you about crates. Like, one second ago. Man, you work quick.

So in re the = on trucks, I think they are supposed to be big ole grates. I think your original bumper you made works best for this. I think you could make your left side ones into bumpers for cars in general.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 04, 2016, 06:22:35 PM
Haha, whoa! I just now PMmed you about crates. Like, one second ago. Man, you work quick.

It's the neural link I have evolved with GIMP (man, I wish).
Title: Re: ChestHole Tileset
Post by: Chezzo on September 04, 2016, 07:08:32 PM
Got rid of the borders on everything except the freaking everywhere tiles, and I guess the water tiles. Roads, basments and wood flooring are crisp at least.

(https://i.imgur.com/LaquWZI.png)

Any ideas on how I could get it seamless?
Title: Re: ChestHole Tileset
Post by: Kedryn on September 04, 2016, 08:28:30 PM
I had to shrink the crates I made by 2 pixels (I tried so hard to make it the size it needed to be so I wouldn't have to shrink it) and it made it blurry. So I went back and manually shrank it. First screenshot on the left for reference, new one on the right.

(http://i.imgur.com/MBt3XO4.jpg) (http://i.imgur.com/mYqyP4Y.jpg)

Is it better?
Title: Re: ChestHole Tileset
Post by: Chezzo on September 04, 2016, 09:46:30 PM
Yeah, it is cleaner. Good work.

I made there be no borders!

(https://i.imgur.com/uTXjnVd.png)
Title: Re: ChestHole Tileset
Post by: Kedryn on September 04, 2016, 09:57:10 PM

I made there be no borders!

(https://i.imgur.com/uTXjnVd.png)

How'd you do that? I must know because I've been experimenting with that for ages. Well, not ages but at least since I started. :P
Title: Re: ChestHole Tileset
Post by: Chezzo on September 04, 2016, 11:55:00 PM
Well, I went through and deleted all the stray pixels on the sides of the terrain tile. Then for the all dirt tile I had to paste a grass tile under and cut around it.

Here (http://chezzo.com/cdda/ChestHole32Tileset_isoPK.zip) you go. Maybe you can tell me what I did wrong to make the PKs tiles I added not work toward the end there. Besides give up.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 05, 2016, 12:38:19 AM
Alright, I'm looking at it. This is an old set and is missing a lot of my additions.

I'll edit my post when I figure out what's wrong.

Edit: You're using my the most recent tile_config with the old tiles.png set I sent you that had your trees. I think I miscommunicated when I said I was sending you the most recent tiles.png I had that still had your trees.

How should we go about merging your new changes with the new tiles? If you remember all the tiles you've changed I can merge them with what I have and send that to you.
Title: Re: ChestHole Tileset
Post by: Chezzo on September 05, 2016, 01:07:36 AM
Oh man, I changed all the terrain tiles I could find.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 05, 2016, 01:17:57 AM
Oh man, I changed all the terrain tiles I could find.

I'll see if I can find them all. Hopefully I can fix this without screwing anything else up.

Edit: They do stand out in the tiles.png so it shouldn't be like hunting Easter Eggs in a savanna or something.

And I have to remember which tiles I 'enhanced' so I copy them on top before I copy them back.

Edit: Alright, here you go. I got down to "mon_doom_archdemon" in the config before I ran out of tiles from the set you sent me.

Check my work, please. :)

https://www.dropbox.com/s/fgqme0jfbh67afa/ChestHole32Tileset_iso.rar?dl=0 (https://www.dropbox.com/s/fgqme0jfbh67afa/ChestHole32Tileset_iso.rar?dl=0)

I missed the pavement tile. Copy my copy of it on top of your and then copy it back over to retain the texture of it.
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on September 05, 2016, 02:16:09 AM
When can we expect an update for the other ChestHole tilesets?


Kedryn: Would you mind creating a bullpup version of the SVS-24C from Icecoon's mod? I am going to fork, update and PR Icecoon's Weapons Pack.

Concept pics:


https://en.wikipedia.org/wiki/OTs-14_Groza
https://en.wikipedia.org/wiki/TKB-408
https://en.wikipedia.org/wiki/Vepr
https://en.wikipedia.org/wiki/Norinco_Type_86S
Title: Re: ChestHole Tileset
Post by: Kedryn on September 05, 2016, 03:59:47 AM
When can we expect an update for the other ChestHole tilesets?


Kedryn: Would you mind creating a bullpup version of the SVS-24C from Icecoon's mod? I am going to fork, update and PR Icecoon's Weapons Pack.

Concept pics:


https://en.wikipedia.org/wiki/OTs-14_Groza
https://en.wikipedia.org/wiki/TKB-408
https://en.wikipedia.org/wiki/Vepr
https://en.wikipedia.org/wiki/Norinco_Type_86S

What's the '"id" of the item so I can assign it? Went with https://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/VEPR4.png/300px-VEPR4.png (https://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/VEPR4.png/300px-VEPR4.png)

I didn't make the whole gun; it's a modification of the svs-24 from the set.

(http://i.imgur.com/B5AGNGj.jpg)

Unless you were wanting the stock (is the back part the stock?) hollow like the other one?
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on September 05, 2016, 04:31:52 AM
"id": "svs-24c", Icecoon's Weapons Pack. Please keep the original sprite, I hope to use it for the CW-24C.

The stock is the part you rest against your shoulder when firing. https://en.wikipedia.org/wiki/Stock_(firearms) Bullpups have part of their barrel in their stock. The picture looks fine.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 05, 2016, 04:46:49 AM
"id": "svs-24c", Icecoon's Weapons Pack. The stock is the part you rest against your shoulder when firing. https://en.wikipedia.org/wiki/Stock_(firearms) Bullpups have part of their barrel in their stock. The picture looks fine.

Did you draw that, or downsize the pic?

I modified the svs-24 from the iso set. It had the magazine in front of the trigger and was... oh, here:

(http://i.imgur.com/ZfZbRbt.jpg)

I modified the one on the left. The one on the right is what's currently in the set as the 24c. So now we have two 24-cs. :P
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on September 05, 2016, 04:50:52 AM
"id": "svs-24c", Icecoon's Weapons Pack. The stock is the part you rest against your shoulder when firing. https://en.wikipedia.org/wiki/Stock_(firearms) Bullpups have part of their barrel in their stock. The picture looks fine.

Did you draw that, or downsize the pic?

I modified the svs-24 from the iso set. It had the magazine in front of the trigger and was... oh, here:

(http://i.imgur.com/ZfZbRbt.jpg)

I modified the one on the left. The one on the right is what's currently in the set as the 24c. So now we have two 24-cs. :P

Sorry, I jumped to post without reading. :(

The Icecoon guns are very similar, and they have large recoil reductions, so I thought a bullpup version would add visual variety and lore justification for their stats. I think the solid-stock version looks better, but the hollow-stock version makes more sense. What do you think?
Title: Re: ChestHole Tileset
Post by: Chezzo on September 05, 2016, 07:01:19 AM
Quote
When can we expect an update for the other ChestHole tilesets?

It's a comin, Borkie. Made new Razorclaws, bio blades, pepper boxes and as requested:

(http://i.imgur.com/1q9rmVP.png)

Razorclaws are as good as they are going to get before I wake up in the morning!

(http://imgur.com/DDfNdKa.png)
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on September 05, 2016, 07:34:14 AM
Attack of the Horseshoe Crabs! I like the cartoony look of these creatures. In my opinion, they need some more detail.
Title: Re: ChestHole Tileset
Post by: EldritchSigma on September 05, 2016, 02:04:07 PM
Probably a silly question... is there a way to get the new version of your tileset without updating the experimental build? I have read about some very disturbing bugs in the recent versions and I would like to wait a bit before updating but love to get new tiles, mostly for real life weapons since I dont want to look up how for instance a Saiga-12 looks like.

About the Razorclaw tiles: They look pretty good, maybe a bit too "cute" but well... I find any images in existence of Mi-Gos cute aswell.
Title: Re: ChestHole Tileset
Post by: Chezzo on September 05, 2016, 05:05:37 PM
Yeah, Eldritch. Just unzip one of these into the /gfx directory, rewriting over the old tileset directory.

Kedryn, we reached our limit of Personal Messages per hour. Want to email me at sean.osman@gmail.com, or we can get in a private message window over on the irc (http://webchat.freenode.net/?channels=#CataclysmDDA). Or here is fine too.

I made those changes you suggested!

(http://imgur.com/je15nc9.png)
Title: Re: ChestHole Tileset
Post by: Kedryn on September 05, 2016, 06:20:20 PM
I think I just needed to clean out my inbox.

It looks great!

I modified a crab claw photo as an example of what I pictured when I read the description.


(http://i.imgur.com/2cQB0pi.jpg)

I have no idea how anyone could fit this shape into 5 or 6 pixels, though. :P

Source image: https://image.freepik.com/free-photo/crab-claw-lighter_2872270.jpg (https://image.freepik.com/free-photo/crab-claw-lighter_2872270.jpg)

Edit: I made the bottom one longer instead of the top one because the top one is the mobile part and it makes biological sense (in my head, anyway) that the shorter side would be used for gripping or holding (like our thumbs).

I wish crabs didn't remind me of spiders.

Edit2: I forgot to mention when I gave you my links that I had imported a bunch of stuff from your 32 set (ember carrier, whistle) and I made a hexamine stove (which doesn't look great, but it's there). I also deleted a group of unused (I checked, honest!), unrecognizable tiles around line 8075. They were all unused and some of them were extra rotations of things that don't rotate (like shrubs). Here is an image with what I deleted selected (in spoilers):

(click to show/hide)
Title: Re: ChestHole Tileset
Post by: Chezzo on September 05, 2016, 08:26:15 PM
No problem, Kedryn, delete whatever you want that is not being used. Totally.

Be careful though, someone on IRC said he liked how I got rid of the lines, but what is up with that table:

http://i.imgur.com/akaaKaA.png

And I went and made it a pretty table, but then realized it was actually a shrub. So I made it a shrub. One of the very same shrubs you have in your box of deletion. Maybe? I don't know.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 05, 2016, 08:34:58 PM
No problem, Kedryn, delete whatever you want that is not being used. Totally.

Be careful though, someone on IRC said he liked how I got rid of the lines, but what is up with that table:

http://i.imgur.com/akaaKaA.png

And I went and made it a pretty table, but then realized it was actually a shrub. So I made it a shrub. One of the very same shrubs you have in your box of deletion. Maybe? I don't know.

I deleted these over a week ago and oh! That 'shrub' is where I have a shrub now. I made a new shrub and assigned it to randomly appear as a shrub and I put the sprite where those tiles used to be and since you were using the new tile_config but an old tiles.png the random sprite was pointing to that table. Look at what I have in that spot now.

(click to show/hide)

I did all this when I was posting screens of me making shrubs.

Edit: What your screen shrub would have looked like with the matching tiles.png

(http://i.imgur.com/Q6N3tqs.jpg)

Both are t_shrub. The the tiles screen above this one, to the right of the shrub is the harvested version of a summer blueberry bush.
Title: Re: ChestHole Tileset
Post by: Chezzo on September 05, 2016, 08:54:59 PM
Ah! I see, my mistake.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 05, 2016, 09:00:08 PM
Ah! I see, my mistake.

Well, I did send you an old tile.png with your trees on it instead of just moving the trees onto the new one and sending you that. I blame it on people constantly rushing me to "come spend every waking hour of your day with me" when I'm trying to do something. :P
Title: Re: ChestHole Tileset
Post by: ZoneWizard on September 08, 2016, 01:49:43 AM
I literally disassembled, resized and straightened out the oven/stove and refrigerator (each 'cube' shaped item has 3 sides and it's easier to work on them if I take them apart). I added a placeholder bucket and empty aluminum can.

While playing I discovered I couldn't see card readers and ATMs anymore because they were still flat on the ground and the walls blocked them so I imported them from the 32 set, 'iso-fied' them and gave the card reader the cement wall background.

The ATMs will always face the same direction as their entry in the terrain.json doesn't 'connect' them to anything, though I can make it so if they're side by side it will make sense. I also need to smooth their edges out as I was in a hurry at the time andthey really stand out right now.

The contents of the sealed jar are now irrelevant to the graphics (there seems to be no way to differentiate them) so they will all look the same no matter what's in them. Also added a pumpkin.

I want to get the jacks, boom crane, cantilever, plow, reaper and planter in but I don't know how to make those (no skill).

(http://i.imgur.com/xpAGvgf.jpg)

Cool empty can. I drop 40 million of these all over the place. Would be nice to havem in my stable version ^_^

Any empty plastic bottles?

Any who. If you could post their images I could add them to my tile image. But I dunno what else yall have added to the 32 version....plus I kinda don't know how to add them...I forgot...again >_>

Currently using stable experimental version 5243 if this matters
Title: Re: ChestHole Tileset
Post by: Kedryn on September 08, 2016, 07:30:31 AM
Got the PK monsters into the iso set. Also made some placeholder shackles, mounted blades and umm spiked hooks? Hooked spikes? Spooked hikes! Sure, why not.

Also added some 't_connections' to the chainlink fence I put together when I first started doing this stuff.

Large screenshot, so spoilers; sorry if that offends some people.

(click to show/hide)

Now I just need to make pillars fill up the whole square when they're in between walls because they "connect_to_wall" and it makes the wall end_pieces not show.

(http://i.imgur.com/mm4SAQU.jpg)

Also, doors on corners are evil. :P
Title: Re: ChestHole Tileset
Post by: Chezzo on September 08, 2016, 05:03:32 PM
Nice! I did all the empties and offal.
Title: Re: ChestHole Tileset
Post by: Chezzo on September 09, 2016, 10:54:31 PM
PR is up for the 32 set, with Zombie's R Us' PK tiles, offal, Razorclaws, coal, and lots more.

If you can't wait, get it here:

http://chezzo.com/cdda/ChestHole32TilesetPK.zip
Title: Re: ChestHole Tileset
Post by: Lyca0n on September 11, 2016, 01:42:09 AM
Hey I hope I am not irritating anyone but is there a means of merging Mshocks modded textures for more survival tools with chesthole as it is getting annoying looking at the wattle and daub textures and improvised shelter texture
Title: Re: ChestHole Tileset
Post by: Random_dragon on September 11, 2016, 02:19:55 AM
Sweet zombie Jesus Chezzo, you still never got around to that?
Title: Re: ChestHole Tileset
Post by: ZoneWizard on September 11, 2016, 09:31:45 PM
Forgot we have an empty plastic bottle(woops). Empty can? Nice! =D


Tin cans from soup? =)
Title: Re: ChestHole Tileset
Post by: Kedryn on September 11, 2016, 10:02:33 PM
Hey I hope I am not irritating anyone but is there a means of merging Mshocks modded textures for more survival tools with chesthole as it is getting annoying looking at the wattle and daub textures and improvised shelter texture

Prototype wattle and daub wall for iso. Any suggestions or comments before I go further and actually put some work into it? I'd save the textures and non-isofied shapes for use in the non-iso sets. I'd probably put wooden beams between each section because I think that's how it's supposed to be?

From first to last: Base texture, same texture with increased contrast and lowered brightness, with wooden beams and the last one, did I do too much on the faux lighting?

(http://i.imgur.com/CizXWU2.jpg) (http://i.imgur.com/zNbnI3N.jpg) (http://i.imgur.com/rBj9k1b.jpg)(http://i.imgur.com/Z0WqGNu.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on September 12, 2016, 01:20:12 AM
The lighting is great. It is waaaaay better than the alternative. Amazing job, again.

I can't decide between the left middle and the far right one! The right one fits the rest of the set better, but the middle one is SO good. I guess the far right one. Is there an unfinished wall with them daubs? Cause then you could totally use the middle left one.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 12, 2016, 02:02:06 AM
Yeah, there's an unfinished one, a broken one and a half-built one. I'll use the left middle one for unfinished. And I still have to 'break' one.

Mostly since I've already made corners and end pieces that go with the fourth one. :P

I never realized this was wattle and daub:

(click to show/hide)

Done and integrated! At least until I want broken and half-builts to have end-pieces and corners too. :P

(http://i.imgur.com/jTmYYZl.jpg)
Title: Re: ChestHole Tileset
Post by: Lyca0n on September 12, 2016, 07:47:26 PM
Nice one man, It looks amazing I didn't expect for you to go to this much effort for the feature but seriously thanks :)
Title: Re: ChestHole Tileset
Post by: Kedryn on September 12, 2016, 08:25:06 PM
Nice one man, It looks amazing I didn't expect for you to go to this much effort for the feature but seriously thanks :)

Thank you!

But it was actually pretty easy (right angles, nice and square). I was hoping to get input on it before I worked on it more but once I start something I have a really, really hard time stopping until it's done. I was all "Hai guyz where should I go from here?" and then I started fiddling with it and seeing where I could go from there and I kinda liked it so I went there; even though I tried not to.

At some point I should probably make some wattle that I could partially cover with daub (or did I get that backwards?) for the half-built version, though I have no idea how to do that and not have it look awful because I suck at non-square; the car pieces with headlights I made a little while back took me a few frustrating days. And since I have a hard time stopping things I was stuck in it.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 13, 2016, 06:10:15 AM
No fun ideas today so back to boring things that make me feel better; changed left into right.

(http://i.imgur.com/SWtD5DG.jpg)

And if you're wondering why I use the same colors (more or less) it's mostly so that people that have played with the set before are less likely to go "wtf is that?" and more likely to not notice it changed. Cos really; who stares at the cans and bottles (besides me)? :P

Edit: And while I was in the liquor store I made a new hops. I miss my hops bines.

(http://i.imgur.com/KhYBH4H.jpg)
Title: Re: ChestHole Tileset
Post by: Chezzo on September 13, 2016, 08:39:18 PM
Freaking amazing! I love the new cans.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 14, 2016, 12:41:09 AM
Thank you, Chezzo. Today, with my limited time, I am playing with suitcases. I'm sure you can imagine what I'm doing to them because I do it to everything that has a flat surface on bottom.

(http://i.imgur.com/yXTa0Bg.jpg)

It's 'good enough' but I think I'ma play with it a bit more; smooth out the diagonal lines and maybe give it some texture. And work on the handle.  And there should probably be some sort of seam where it opens. We need a 256x256 set (I know it's not possible and I'm not serious, I don't know what I'd do with that many pixels).
Title: Re: ChestHole Tileset
Post by: Lyca0n on September 14, 2016, 04:24:41 PM
Hey this is probably a stupid question but where can I download the latest version as I have tried the latest moddb and cataclysm graphical and cannot find the changes to the walls and cans
Title: Re: ChestHole Tileset
Post by: kilozombie on September 14, 2016, 08:20:29 PM
We need a 256x256 set (I know it's not possible and I'm not serious, I don't know what I'd do with that many pixels).

I'm picturing a 2048*2048 tileset that is nothing but IRL images made into a tileset. For when you need MAXIMUM realism in the gameplay AND appearance
Title: Re: ChestHole Tileset
Post by: Kedryn on September 15, 2016, 01:10:07 AM
I've been working on "f_rack" and while there were several irl examples to choose from, I went with:

(http://i.imgur.com/bVIPUHG.jpg) (http://i.imgur.com/X0seZoo.jpg)

The second screenshot is how it looks in the way that mansions use them.

We need a 256x256 set (I know it's not possible and I'm not serious, I don't know what I'd do with that many pixels).

I'm picturing a 2048*2048 tileset that is nothing but IRL images made into a tileset. For when you need MAXIMUM realism in the gameplay AND appearance

That would, strangely, be epic and boring at the same time. And would require a lot of photo-taking and/or free photos. Yes, I know; I suck the fun out of everything. :P Anytime I, or someone else, thinks of something cool my mind immediately leaps to the practical issues of it actually happening.

Hey this is probably a stupid question but where can I download the latest version as I have tried the latest moddb and cataclysm graphical and cannot find the changes to the walls and cans

I make stuff and post screens all week, but the changes don't go through until the Git is updated.
Title: Re: ChestHole Tileset
Post by: Chezzo on September 15, 2016, 05:08:01 PM
Kedryn's new changes to the iso set are pred:

https://github.com/CleverRaven/Cataclysm-DDA/pull/18350
Title: Re: ChestHole Tileset
Post by: AdonaiJr on September 16, 2016, 06:52:57 PM
Omg Kedryn, these new racks are just amazing! Also thank you again Chezzo, for your work as always and for keeping things updated whenever possible. You guys do an amazing job working together.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 16, 2016, 11:59:21 PM
Omg Kedryn, these new racks are just amazing! Also thank you again Chezzo, for your work as always and for keeping things updated whenever possible. You guys do an amazing job working together.

Thank you, AdonaiJr. I've been eyeing the racks for awhile now but could never picture in my head what they should look like; until I was in a Wal*Mart the other day and it hit me. Considering I had to assemble fixtures like this at a previous job with Hastings I should have remembered.

Now if only things could look different based on if they were on a shelf or on the ground and multiple things per tile could be displayed, I'd be happy. Except I wouldn't cos then I'd just be wishing for something else. :P
Title: Re: ChestHole Tileset
Post by: 123nick on September 21, 2016, 11:19:04 PM
quick question, how do i use an ISO set? is it like, cataclysm at a isometric instead of top down angle? do i just install and use it like normal cataclysm tileset
?
Title: Re: ChestHole Tileset
Post by: Chezzo on September 22, 2016, 03:29:09 AM
You just change tilesets, by hitting question mark, tabbing over to graphics, and change the tileset to Chesthole_iso.
Title: Re: ChestHole Tileset
Post by: AdonaiJr on September 29, 2016, 06:19:38 PM
So, poor M1 Garand is now a M1911 xD

(click to show/hide)

Maybe is it the tyle ID 1537?

Title: Re: ChestHole Tileset
Post by: Kedryn on September 30, 2016, 09:36:34 AM
So, poor M1 Garand is now a M1911 xD

(click to show/hide)

Maybe is it the tyle ID 1537?

Shit. Hang on, I'll fix that. My fault, I'm pretty sure.

It had no icon, I know shit about guns so I assigned it to the next thing that started with "M1" because I'm a moron. And I need to make a clip for it too. I'll post again with a link to this fixed.

If you see any more of my errors like this (I made them very early in my tile-workings) point them out, please. I know how to Google to see what things should look like now. :P
Title: Re: ChestHole Tileset
Post by: Kedryn on September 30, 2016, 10:14:06 AM
Okay, looks like this now:

(http://i.imgur.com/ep5Jxz3.jpg)

Not perfect but at least a rifle isn't a pistol.

https://www.dropbox.com/s/fgqme0jfbh67afa/Chesthole32Tileset_iso.rar?dl=0 (https://www.dropbox.com/s/fgqme0jfbh67afa/Chesthole32Tileset_iso.rar?dl=0)
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on September 30, 2016, 10:14:23 AM
Preexisting issue. You may find the M1903 is affected, the spider eggs switched around, the ksg with a pistol sprite.
Title: Re: ChestHole Tileset
Post by: Kedryn on September 30, 2016, 11:38:39 AM
Preexisting issue. You may find the M1903 is affected, the spider eggs switched around, the ksg with a pistol sprite.

I think these are all my errors still.

Alrighty, fixed those. Same link but posting anyway for convenience:

https://www.dropbox.com/s/fgqme0jfbh67afa/Chesthole32Tileset_iso.rar?dl=0 (https://www.dropbox.com/s/fgqme0jfbh67afa/Chesthole32Tileset_iso.rar?dl=0)

Added bonus: contains fixed Jedi Cloak.
Title: Re: ChestHole Tileset
Post by: AdonaiJr on September 30, 2016, 08:36:57 PM
Tnx Kedryn! I'm not gun-nuts myself too (sorry guys if it looks derrogatory, i'm not native english speaker, couldn't find a better definition), never touched a gun myself. I just made a point to myself to look at google images from every firearm/ammunition I find in the game, and read a bit about it's history and use. Well, maybe I'm becoming a gun-nuts. :D
Title: Re: ChestHole Tileset
Post by: Litppunk on September 30, 2016, 10:03:37 PM
Congrats on your growing obsession with guns. Many loombdown upon such things, but from the crosbow to the full auto miniguns and grenade launchers today. There is a fascinating history of technical development and pasion steeped in math and engineering to allow people yo protect themselves from dangers of the world...and for other reasons.

NOW YOU MAKE THAT GUN SEXY!
Title: Re: ChestHole Tileset
Post by: BorkBorkGoesTheCode on September 30, 2016, 11:38:57 PM
If you want a CC-BY-SA picture of the M! Garand, try this:

https://upload.wikimedia.org/wikipedia/commons/5/53/M1-Garand-Rifle.jpg

By Curiosandrelics.
Title: Re: ChestHole Tileset
Post by: WIndburns on October 29, 2016, 03:23:59 PM
Are there art assets for mco's More Makeshift Stuff mod?

Thank You
Title: Re: ChestHole Tileset
Post by: Chezzo on November 02, 2016, 02:23:16 PM
Not yet. I am working on getting us back to no ascii, and then I will do some mods.

Here's the CVD machine I have been working on:

(http://i.imgur.com/Xn5auuT.png)
Title: Re: ChestHole Tileset
Post by: ZoneWizard on November 08, 2016, 09:56:14 PM
What monstrosity is THAT? ^^

Neat...but unless it is broken into tiles, how will it work in a tile world? o_0
Title: Re: ChestHole Tileset
Post by: Litppunk on November 08, 2016, 10:00:19 PM
multi-tile structure if I'm not mistaken. Just don't break anything, should be fine.
Title: Re: ChestHole Tileset
Post by: ZoneWizard on December 07, 2016, 10:56:05 PM
Could you fine folks add a tile for Hooded Hat please?

Combine Boonie Hat + rag on the back of it. One of my favorite hats and it is invisible....so I do not wear it =/

If yall could also explain how to add it to the written information I would be grateful. I forget after a few months.

Not 100% sure how to do it.

Is this sort of how:

Add the graphic to the png image file. Then open the text with the wall of items and......?

Does it matter where I added the line of information? As in, do I add the floor/worn version in specific areas? I also am not sure how I calculate the graphic location. Using gimp and setting the grid to 32x32....assuming I add the graphic to the end of the list....hmmm....I have to many games I mod to remember them all -_-
Title: Re: ChestHole Tileset
Post by: Carlosdmc on December 27, 2016, 03:11:56 PM
Hello Chezzo and Kedryn, I just created my account, and the first thing I had to do was to thank you guys for this amazing tileset!

Now, I wanted to ask you a quick question though. I'm currently using CDDA Game Launcher and I find it pretty useful at updating my game to the latest experimental build.

But my question is: Are this tilesets updates being updated through CDDA aswell? Or should I download it manually to get the latest changes made and on Github?

Thank you again for all your effort! Keep up the good work!
Title: Re: ChestHole Tileset
Post by: Bainin on January 02, 2017, 06:42:40 PM
I hope this is not to odd of a question but how can i spawn white a white male Character? Id like to see myself in that character and i have trouble doing that with him looking like mr.T =) do i need to be albino a certain class? i wanted to do this with the Lab Challange.
Title: Re: ChestHole Tileset
Post by: Litppunk on January 05, 2017, 12:27:44 AM
That's the tileset you are using. Try using a different tileset for different looks. No customizaiton currently sorry.
Title: Re: ChestHole Tileset
Post by: StopSignal on January 05, 2017, 03:12:56 AM
I hope this is not to odd of a question but how can i spawn white a white male Character? Id like to see myself in that character and i have trouble doing that with him looking like mr.T =) do i need to be albino a certain class? i wanted to do this with the Lab Challange.

I'd suggest you to take a look inside the GFX folder, then into your tileset of choice. There you will find a file called "tiles.png" On there, change anything you want! I'd strongly suggest, as this awesome tileset has paperdoll (the clothes you wear are seen on your character) that the new drawing of the character you want to use should more or less be of the same proportions! If I recall correctly, you should see some more player sprites in tiles.png itself, as i think this tileset changes your looks depending on profession.
Title: Re: ChestHole Tileset
Post by: Litppunk on January 05, 2017, 04:36:53 PM
Xd forgot what thread I was posting in, for some reason I was thinking it was a general thread. Sorry.
Title: Re: ChestHole Tileset
Post by: ZenZen2 on January 06, 2017, 01:48:48 PM
Greetings
I have one or two questions about the Chesthole tileset 24x24 (Standart one).
last picture on the tiles.png is at "fg": 3944, it is a mon_dilophosaurus. I guess its for the dino mod.
Few Month ago i started to play the pk mod and added its tiles manualy on my own. I started with the next free "fg" picture which is the 3945. And everyting works nice.
Now today to my surprise i found out that chesthole already uses the fg's above 3944 for many different stuff that do not exist in the tiles.png.
Examples: mon_parasaurolophus (3945), mon_dimorphodon (3946) those would be invisible in game!
And from 4000 till 4051 there are a lot overlays, but those pictures do not exist in the tiles.png.

Now i have the feeling i shouldnt have placed my own pictures on fg:3945 till 4029.

Can someone explain me why there are that many Id's that point to empty fg's ??
will i get any problems?
Title: Re: ChestHole Tileset
Post by: Chezzo on January 06, 2017, 06:04:26 PM
I am working on a huge update to the set, where I add status effects like boomered, drunk, stoned, being on fire, smoking a cig and asleep.

(http://imgur.com/uX7PUMZ.png)
(That's smoking, asleep, blind, warm, chilly, drunk and stoned.)

(http://imgur.com/7Yt7sY9.png)

Also, I was able to fix the black lines caused by software rendering.

Zenzen2: The jump in tile_config of fgs is because of the oversized tiles. There's another png called tiles32.png that appends onto the set, and the fgs of tiles32.png start where tiles.png left off.

So my tileset (the new one on my computer) is 384x9000 which contains 6000 tiles. So the fgs from tiles32 start at 6000.

Thanks for letting me know about the dinosaur thing.

Carlosdmc: Yeah, the tileset is being changed in the main game. I don't see where in the launcher updates the set, though.

Bainin: ChestHole32 (examples above) has a white male character. I might have to change it to totally white people anyways for the status effects to look good though.
Title: Re: ChestHole Tileset
Post by: ZenZen2 on January 06, 2017, 06:52:36 PM
Hello Chezzo,

thanks for the fast answer!
If i move my own pictures to fg 4060 and up in the tiles.png (the overlays from tiles32.png go up to 4051) will this work correctly?


PS: the external tanks Id's changed in core game recently, see in vehicleparts tank.json
Title: Re: ChestHole Tileset
Post by: Chezzo on January 06, 2017, 07:00:28 PM
If you increase the size of tiles.png, you have to increase the fgs for tiles32.png.

For example, for the tileset I am working on on my computer, I just increased the height from 6000 to 9000, and I had to change the oversized tiles from 4000 to 6000.
Title: Re: ChestHole Tileset
Post by: ZenZen2 on January 06, 2017, 07:10:53 PM
Now i got it.
Thanks a lot for your help and for your Amazing work!
Title: Re: ChestHole Tileset
Post by: StopSignal on January 06, 2017, 07:44:29 PM
Wait, Chezzo, how do you add sprites for states like on fire or sleeping? If you could tell me, I'd be really glad!
Title: Re: ChestHole Tileset
Post by: Chezzo on January 06, 2017, 09:04:18 PM
Just like mutations or clothes, but write effect instead of wielded or worn or whatever.
Title: Re: ChestHole Tileset
Post by: ZenZen2 on January 06, 2017, 09:18:17 PM
Just like mutations or clothes, but write effect instead of wielded or worn or whatever.

Will only be Iso updated or will the 2d ones get some love too? :)
Title: Re: ChestHole Tileset
Post by: figment on January 22, 2017, 08:25:06 PM
Minor bug that I've seen.   vp_board_ne and vp_hdboard_ne should use fg:2649 not fg:2648 I believe.
Title: Re: ChestHole Tileset
Post by: AdonaiJr on February 06, 2017, 01:41:51 PM
Hey Chezzo, how your amazing work is going? :D

Just wanted to point out that for some reason weapons wielded are not showing anymore in ISO mode.

As always, thanks for everything!
Title: Re: ChestHole Tileset
Post by: confusedbill on February 19, 2017, 03:47:26 AM
I dont know what github is or what a commit does. I followed this link - github.com/CleverRaven/Cataclysm-DDA/pull/18350 that was dropped one page back, and could not find a download link nor did I begin to understand what was going on there. Can some one tip me off on how i can find the most recent version of this tile set. Also what version of dda is this set for? Im not a complete noob and have gotten past tilesets working with out to much trouble, but yea, i have no idea what a commit is, and github is a mystery to me. Any links or pointers would be much appreciated. Very much need this tileset in my life.
Title: Re: ChestHole Tileset
Post by: Chezzo on February 19, 2017, 04:22:18 AM
You can get it in the most recent experimental:

http://dev.narc.ro/cataclysm/jenkins-latest/Windows/Tiles/
Title: Re: ChestHole Tileset
Post by: confusedbill on February 20, 2017, 02:47:50 AM
Much thanks!
Title: Re: ChestHole Tileset
Post by: ynemo on March 11, 2017, 10:03:32 PM
I was wandering in huge Lab playing DDA, and even made the map on a list of paper in rlf. Then I found charcoal, made marker and write some directions on ground. But graffiti is not visible on tiles.
Also, it's a good idea to mark ground near empty cars without fuel and seatbelts.

Is it possible to implement visible graffiti sign?
Title: Re: ChestHole Tileset
Post by: Chezzo on March 21, 2017, 02:11:32 AM
Not without someone going in the code and letting me. You are just thinking to put a sign there? I think you can build signs in the * menu pretty cheap, especially because it uses fabrication now.
Title: Re: ChestHole Tileset
Post by: ynemo on March 21, 2017, 01:55:21 PM
Yes, just some kind of sign, i could place specific items, like multivitamin or calcium tablet.. But it is not cool. We have markers in game,  they are easy to use, very compact and weighs almost nothing, sad they are useless.
Title: Re: ChestHole Tileset
Post by: ynemo on March 21, 2017, 01:58:41 PM
btw may i say about some issues with tileset?
Weapon "qiang" don't have any picture when wielded.
And vehicle external tanks 100 and 200L looks like symbol "O", which is not cool )
Title: Re: ChestHole Tileset
Post by: StopGamer on March 23, 2017, 10:27:21 PM
I want to thank you all contributors to this tileset - it is awesome. Maybe because of it I still play Cata for years.
Title: Re: ChestHole Tileset
Post by: Clwebb on April 20, 2017, 05:54:15 PM
How do you get the game in 3d like that? Can you actually play like that?
Title: Re: ChestHole Tileset
Post by: Chezzo on April 20, 2017, 08:36:56 PM
Yeah, you change your tileset to Chesthole_iso in Options > Graphics.
Title: Re: ChestHole Tileset
Post by: Carlosdmc on April 25, 2017, 04:15:08 PM
Since I started playing CDDA I've stuck with this tileset, it's amazing indeed! Keep up the good work!

Also, I'd like to take the chance and ask or suggest in case there is an answer for it already:

Is there a reason why trees are so small? To the point of looking like bushes? Can their size be increase for better immersion? Or perhaps is there a way for this to be done client-side?

Thanks in advance for all the work you've put into this tileset!
Title: Re: ChestHole Tileset
Post by: NuG on April 28, 2017, 08:37:04 PM
Maybe so you can see what's on the other side of the trees, so it doesn't block the view from the tile behind it. I guess maybe one could add transparent trees, or something along those lines, but I'm not familiar with modding or anything, so I'm not really sure.
Title: Re: ChestHole Tileset
Post by: AdonaiJr on May 03, 2017, 07:35:57 PM
Maybe so you can see what's on the other side of the trees, so it doesn't block the view from the tile behind it. I guess maybe one could add transparent trees, or something along those lines, but I'm not familiar with modding or anything, so I'm not really sure.

Check out Xotto+ for the trees you are talking about. http://smf.cataclysmdda.com/index.php?topic=12029.0

I like the Chest's ISO mode anyways, but the trees from Xotto are a great add I think.

I tried to use Xotto's trees in the Chest's tileset for personal use, but I couldn't figure out how to do it properly (I kept making some tiles to show wrong). Maybe I try again sometime later.
Title: Re: ChestHole Tileset
Post by: Chezzo on May 04, 2017, 03:59:39 PM
Here ya go Carlosdmc and AdonalJr:

http://chezzo.com/cdda/ChestHole32TilesetBigTrees.zip

(http://i.imgur.com/xFzDWqt.png)
Title: Re: ChestHole Tileset
Post by: NuG on May 04, 2017, 10:27:10 PM
Oh sweet! So that's the same as the one in the launcher, just with big trees added? It looks really cool, I might have to switch over to that!
Title: Re: ChestHole Tileset
Post by: chronicpayne on May 07, 2017, 01:52:31 AM
Would it be possible to get the regular Chesthole pack updated with those larger trees?   I started playing with it by default and I'm hooked.
Title: Re: ChestHole Tileset
Post by: AdonaiJr on May 08, 2017, 01:31:51 PM
Amazing Chezzo! xD
Title: Re: ChestHole Tileset
Post by: Chezzo on May 08, 2017, 05:34:48 PM
Yeah, chronicpayne, I'll get it out pretty soon.
Title: Re: ChestHole Tileset
Post by: chronicpayne on May 09, 2017, 12:01:20 AM
Yeah, chronicpayne, I'll get it out pretty soon.

Chezzo for president.
Title: Re: ChestHole Tileset
Post by: NuG on May 09, 2017, 06:05:00 PM
Yeah, chronicpayne, I'll get it out pretty soon.

Chezzo for president.

He's got my vote!
Title: Re: ChestHole Tileset
Post by: ZoneWizard on May 10, 2017, 12:56:01 AM
few items that are still either not tiled or kinda not using the proper tiles-

-AK firearms
*AK47
*AK74
*AKM

I think a few more but I once again forgot my friggin list =(
Sorry, anway. They need proper "Held" variants. Those look like your toon is suicidal and trying to eat the muzzle.

Also a few pistols have need of a "held" variant as well. To many to remember. Many still use the floor version which is awful.
Title: Re: ChestHole Tileset
Post by: Carlosdmc on May 10, 2017, 05:18:55 PM
Here ya go Carlosdmc and AdonalJr:

http://chezzo.com/cdda/ChestHole32TilesetBigTrees.zip

(http://i.imgur.com/xFzDWqt.png)
I can't thank you enough Chezzo!

I really appreciate this!
Title: Re: ChestHole Tileset
Post by: Chezzo on May 17, 2017, 12:24:31 PM
Okay, 24x24 big tree fans, here you go: http://chezzo.com/cdda/ChestHoleTilesetTrees.zip

Title: Re: ChestHole Tileset
Post by: JazzGuru on May 17, 2017, 07:10:46 PM
I seriously cannot wait to get back into C:DDA again.

Hopefully it won't be too long now until the next stable build is released, and of course, I'll be using this awesome tileset again, once it is... :)
Title: Re: ChestHole Tileset
Post by: chronicpayne on May 18, 2017, 01:26:27 AM
Awesome thanks! Will try it out this weekend, very excited.
Title: Re: ChestHole Tileset
Post by: Lesseps on May 31, 2017, 10:48:22 PM
Wow, thanks a lot!
Title: Re: ChestHole Tileset
Post by: Azrad on June 01, 2017, 12:52:42 PM
Whoa. Is that in the latest experimental version? Looks super neat.

Also, is there a sprite yet for a simple metal roof?
Title: Re: ChestHole Tileset
Post by: Valpo on June 06, 2017, 02:13:21 AM
Love the new tree sprites. Good work!
Title: Re: ChestHole Tileset
Post by: s20dan on June 11, 2017, 01:41:07 AM
I just started a new game using the Iso tileset as it just looks too good not to :)
Is it possible to change which way is north? I'm really not used to having north being in the top left, I'm more used to North being top right from other Iso games.
Cheers.
Title: Re: ChestHole Tileset
Post by: Chezzo on June 12, 2017, 03:42:25 PM
No, I wish I could rotate it.  I did most of the other angles on furniture,  so if someone codes it I can plug it right in.
Title: Re: ChestHole Tileset
Post by: s20dan on June 14, 2017, 02:56:55 PM
I thought as much.
 The original dev was probably too young to have played a proper ISO game, as a few newer 'Psuedo-ISO' games do have North facing top-left.
 But I can think of no true Iso game with north in top-left.

 Anyway I thought it was funny, as it's one of those inherant gaming rules that no-one ever really talks about... Such as a health bar being red.
Title: Re: ChestHole Tileset
Post by: ZoneWizard on June 14, 2017, 08:13:27 PM
I'm confused. How do I use the larger trees? Also, how do I use larger hulks and underground worm mobs like CarlosDMC has?

Looks pretty nice. Are they in the latest experimental?
Title: Re: ChestHole Tileset
Post by: NuG on June 15, 2017, 05:51:59 AM
You select ChestHole32 tile set from you options menu, instead of just the regular ChestHole tile set. That's if you're using the launcher, if not you would need to download the tile set and manually add it.
Title: Re: ChestHole Tileset
Post by: ZoneWizard on June 19, 2017, 10:24:52 PM
Chesty- Can you make a worn tile for the Hooded Hat.

Would be nice. I feel compelled to not wear it otherwise =(

Also, I grabbed your sound pack. Could you add all glass windows and walls set to the breaking glass noise and not just houses?

Any info on how to assign sound to the action of (for example, breaking windows) would be great. If I could learn how to do it I'd post the updated coding. Also I had to sift you downloads to find the pack. Do you have the link to your forum thread? Would be nice to keep track of the pack when updated =)

.....PS.....are you still working on your pack? Or is there a better one?
Title: Re: ChestHole Tileset
Post by: NuG on June 22, 2017, 12:52:44 PM
Chesty- Can you make a worn tile for the Hooded Hat.

Would be nice. I feel compelled to not wear it otherwise =(

Also, I grabbed your sound pack. Could you add all glass windows and walls set to the breaking glass noise and not just houses?

Any info on how to assign sound to the action of (for example, breaking windows) would be great. If I could learn how to do it I'd post the updated coding. Also I had to sift you downloads to find the pack. Do you have the link to your forum thread? Would be nice to keep track of the pack when updated =)

.....PS.....are you still working on your pack? Or is there a better one?


This might help some, https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/SOUNDPACKS.md
Title: Re: ChestHole Tileset
Post by: Litppunk on July 04, 2017, 06:52:57 AM
You changed the stairs again.

Why do you hate stairs that coincide with the > and < keys?
Title: Re: ChestHole Tileset
Post by: Azrad on July 10, 2017, 06:18:01 PM
If it's possible, can you make the tile for the simple steel ceiling/floor not look like a dirt tile? Want to use that material for the construction of my survivor town, but the dirt-looking tile makes me hesitant for my usual insane reasons.
Title: Re: ChestHole Tileset
Post by: ZoneWizard on July 12, 2017, 01:04:59 AM
Chesty- Can you make a worn tile for the Hooded Hat.

Would be nice. I feel compelled to not wear it otherwise =(

Also, I grabbed your sound pack. Could you add all glass windows and walls set to the breaking glass noise and not just houses?

Any info on how to assign sound to the action of (for example, breaking windows) would be great. If I could learn how to do it I'd post the updated coding. Also I had to sift you downloads to find the pack. Do you have the link to your forum thread? Would be nice to keep track of the pack when updated =)

.....PS.....are you still working on your pack? Or is there a better one?


This might help some, https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/SOUNDPACKS.md

MD file is a what now? 0_o

Anyway, With chests normal sounds. For the life of me I cannot figure out how to get all the sounds to work when I added association to things. I added a bunch of glass to buildings with windows. Those worked. But there are still some buildings that I cannot even find. Like military surplus, or the pawn shops etc.. Any help finding where those buildings are located in the files?

Several guns give no sound even when they are associated. Example, the S&W 619. Has the sound attached but doesn't work. I cannot figure out why some sounds work and others not. Is there a limit to the associations in the text file?

2 guns that also give trouble. The KSG and the Lemat. Pretty much seems like the guns that have more than one fire mod, such as an underslung mo. They don't have sound =/

Also missing a few tiles:

KSG shotgun = wield 3656 / floor 3657
Lemat pistol = wield 1504 / floor 3218

.410 youth shotgun needs tiles for both.
Cutlass needs both.
Title: Re: ChestHole Tileset
Post by: NuG on July 12, 2017, 04:38:23 PM
Chesty- Can you make a worn tile for the Hooded Hat.

Would be nice. I feel compelled to not wear it otherwise =(

Also, I grabbed your sound pack. Could you add all glass windows and walls set to the breaking glass noise and not just houses?

Any info on how to assign sound to the action of (for example, breaking windows) would be great. If I could learn how to do it I'd post the updated coding. Also I had to sift you downloads to find the pack. Do you have the link to your forum thread? Would be nice to keep track of the pack when updated =)

.....PS.....are you still working on your pack? Or is there a better one?


This might help some, https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/SOUNDPACKS.md

MD file is a what now? 0_o

Anyway, With chests normal sounds. For the life of me I cannot figure out how to get all the sounds to work when I added association to things. I added a bunch of glass to buildings with windows. Those worked. But there are still some buildings that I cannot even find. Like military surplus, or the pawn shops etc.. Any help finding where those buildings are located in the files?

Several guns give no sound even when they are associated. Example, the S&W 619. Has the sound attached but doesn't work. I cannot figure out why some sounds work and others not. Is there a limit to the associations in the text file?

2 guns that also give trouble. The KSG and the Lemat. Pretty much seems like the guns that have more than one fire mod, such as an underslung mo. They don't have sound =/

Also missing a few tiles:

KSG shotgun = wield 3656 / floor 3657
Lemat pistol = wield 1504 / floor 3218

.410 youth shotgun needs tiles for both.
Cutlass needs both.

I have these problems too, wish I could help. If I reload my crossbow, it makes no sound, but if my NPC companion reloads it.. it does make the reloading sound.(I've PMed Chezzo on Reddit to ask about this and he said the code in the .json file is correct and it should be working as it is), so I dunno what's wrong. I also will hear rain when there is no rain, and sounds will start to not work at all the longer I run the game. Windows breaking, car crashing sounds, and alarm sounds are a few off the top of my head that stop working until a restart. If I restart the game they seem to work for a bit again, until somehow they get messed up.
Title: Re: ChestHole Tileset
Post by: NuG on July 14, 2017, 12:37:53 PM
That being said, I still absolutely love the sound packs that have been created and always play with the regular Chesthole soundpack, and haven't played with out it, except when on my android tablet(not sure if they have soundpacks for that version or not, as I downloaded it right before vacation the other day to have something to do during the car ride, and didn't think about it until I was on the road.)

I was thinking while playing yesterday my comment might have come off as me talking negatively about the pack, which was not my intention at all, I really enjoy the sounds that are there and wouldn't play without them unless I had to.

As for tilesets, I didn't know they existed until a couple mounths ago when I started playing.. and I had been occasionally looking up this game for over a year, but never saw anything about tiles for some reason. The tile set is actually what made me make the dive into the game, had it not been for that, I might still be sitting on the sidelines. So for that I am very gracious. Which I believe I have said before, but just wanted to say it again.
Title: Re: ChestHole Tileset
Post by: Garfink on July 15, 2017, 10:04:52 AM
Wut wut, there is a version for the Android? 
Title: Re: ChestHole Tileset
Post by: NuG on July 15, 2017, 10:11:32 AM
Wut wut, there is a version for the Android?

Yep, I believe there is an I-Pad version as well, but I think the apple store charges for it unlike the google store. Not entirely sure though.



here's the 2 stickied threads about it:

http://smf.cataclysmdda.com/index.php?topic=14090.0

http://smf.cataclysmdda.com/index.php?topic=11276.0

I believe from glancing at that thread you can use sound packs for that version, I just hadn't looked into it. With the keyboard case I have for the tablet it made me not have to use the touch screen at all, which was nice IMO.
Title: Re: ChestHole Tileset
Post by: Garfink on July 15, 2017, 10:19:14 AM
Holy Monkey God, that's awesome.  What version is it running do you know? 

(Sorry Chesthole to hijack this little part of your thread, you are awesome man, long time fan.)
Title: Re: ChestHole Tileset
Post by: Litppunk on July 15, 2017, 02:12:20 PM
Holy Monkey God, that's awesome.  What version is it running do you know? 

(Sorry Chesthole to hijack this little part of your thread, you are awesome man, long time fan.)

I think it remains up to date. It is a bit clunky in its controls since it doesn't have a way to use the full keyboard and still have the full screen but plays just the same if you can minimize the macros you need. Which changes the playstyle to either constantly messing with macros or sticking to one set of actions at a time. If done right it could be a fun added challenge to the game, though I havn't really taken to it as much as I would like.
Title: Re: ChestHole Tileset
Post by: NuG on July 19, 2017, 10:31:55 AM
Holy Monkey God, that's awesome.  What version is it running do you know? 

(Sorry Chesthole to hijack this little part of your thread, you are awesome man, long time fan.)

I think it remains up to date. It is a bit clunky in its controls since it doesn't have a way to use the full keyboard and still have the full screen but plays just the same if you can minimize the macros you need. Which changes the playstyle to either constantly messing with macros or sticking to one set of actions at a time. If done right it could be a fun added challenge to the game, though I havn't really taken to it as much as I would like.

I guess I was lucky to have that keyboard case. Since I never actually used the touchscreen purposefully, and only the external keyboard case, I never had one hotkey come up on the screen... I did accidentally tap a couple times, but that either brought up the escape menu or made myself walk to the other side of the room using the virtual stick thing.
Title: Re: ChestHole Tileset
Post by: Garfink on July 20, 2017, 05:54:27 AM
So you can use a Keyboard attached to your iPhone and Android to play it?
Title: Re: ChestHole Tileset
Post by: NuG on July 20, 2017, 10:18:58 AM
So you can use a Keyboard attached to your iPhone and Android to play it?

It was a keyboard case, similar to this one.. https://www.amazon.com/HDE-Diamond-Stitch-Keyboard-Tablet/dp/B00BGETYPG/ref=sr_1_3?s=musical-instruments&ie=UTF8&qid=1500542146&sr=8-3&keywords=android+tablet+case+with+keyboard


Title: Re: ChestHole Tileset
Post by: ZoneWizard on July 27, 2017, 12:38:13 AM
You can use a keyboard with the android version. I do. But I find the lack of numeric pad function so off putting as to not use android =/
Title: Re: ChestHole Tileset
Post by: Litppunk on July 27, 2017, 02:32:48 AM
since I have been running on a mac air for the past.... 4 years? I have gotten used to going without, though the keyboarding and buisness intro classes I took had a lot of work with that style, and I frequently miss going without, especially when playing CDDA. ;(
Title: Re: ChestHole Tileset
Post by: xironfistx on August 07, 2017, 05:27:02 PM
it may be odd to ask,but where is the soundpack?
can't find it on my experimental nor can I find a working version to use
so where is it ?
Title: Re: ChestHole Tileset
Post by: Chezzo on August 09, 2017, 06:18:00 PM
It's in remyroy's launcher,  or in the sound pack thread,  or here:

http://chezzo.com/cdda/ChestHoleSoundSet.zip
Title: Re: ChestHole Tileset
Post by: chronicpayne on October 06, 2017, 04:23:40 AM
Which is the most up to date ChestHoleTileset pack with all the trimmings?

ChestHoleTilesetTrees.zip? ChestHoleTilesetDoorsAndWindows.zip? something im missing?
Title: Not working
Post by: mcduikerman99 on October 22, 2017, 02:37:56 PM
i installed the 0.c version, made a new cdda map and put everything in it.
I have a launcher, so i set it to the new cdda map, launched, but when i sarted, it was still ASCII
Title: Re: ChestHole Tileset
Post by: Chezzo on October 22, 2017, 02:44:10 PM
It doesn't work with 0.C because 0.C didn't have some of the tools I use to make the set. There IS an old version in 0.C.

But you should play the experimentals! Lots has changed, there is running and reach weapons and my set works.
Title: Re: ChestHole Tileset
Post by: The_Frost_Wolf on November 02, 2017, 11:42:51 AM
I may be dumb or sum sh** but I've tried to install it on my trusty ol phone and it ends up on failing... Can I get any halp? There already is some in game tilesets but wanna try this anyway...