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Old April 15, 2011, 17:09   #131
Shockbolt
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d_m made it possible to use 64x64 here earlier:

"Hey Shockbolt!

I have built a version of Angband that has a 64x64 tileset called Shockbolt. But right now it's just the David Gervais 32x32 tiles upsampled to 64x64.

You can download it at http://plastic-idolatry.com/angband-shockbolt.zip

When you unzip it, there will be a lib directory. You want to look for the 64x64.bmp and mask64.bmp files, and change those to be what you want. Angband doesn't support PNG on Windows yet, so you'll have to use the mask to simulate transparency. Sorry "

But as he wrote, no PNG yet. I donīt want to go through the trouble of masking the tiles, that wouldīve been alot easier if they were pixelart and not photoshop 64x64 paintings.
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Old April 15, 2011, 22:04   #132
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Quote:
Originally Posted by takkaria View Post
If you don't have PNG support for 64x64 tiles by 15 April 2012, I'll resign my maintainership...
Yikes, I hope I donīt have to wait a whole year for that...
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Old April 16, 2011, 14:05   #133
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Alrighty, I've managed to re-link most of the images to my past posts in this thread, missing two of them, having a look around to see if they still exist.
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Old April 17, 2011, 01:17   #134
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I think this is cool but I think you should rework the floor tiles to be less obvious where the tiling is taking place. Just a thought.

Another idea... For every creature maybe also a frame of it being torn apart (like for a death blow to it)... might be easy to just cut it in photoshop a few places, seperate and add whatever blood and guts it might have real fast... it'll only show for a split second anyway before you wipe it off the screen.

Just some thoughts.
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Old April 17, 2011, 08:50   #135
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Quote:
Originally Posted by meJustmeNotyou View Post
I think this is cool but I think you should rework the floor tiles to be less obvious where the tiling is taking place. Just a thought.

Another idea... For every creature maybe also a frame of it being torn apart (like for a death blow to it)... might be easy to just cut it in photoshop a few places, seperate and add whatever blood and guts it might have real fast... it'll only show for a split second anyway before you wipe it off the screen.

Just some thoughts.
The floor tile seen in the first examples posted in this thread is just one of many possible floor tiles already made.
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Old April 17, 2011, 13:34   #136
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Item set, made from various parts of dragons:

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Last edited by Shockbolt; April 15, 2014 at 20:43.
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Old April 17, 2011, 13:48   #137
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And for the oldschool players :

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Old April 17, 2011, 14:17   #138
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Quote:
Originally Posted by Shockbolt View Post
And for the oldschool players :
Awesome - Angband has been needing a Plumber class forever
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Old April 18, 2011, 10:49   #139
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Quote:
Originally Posted by Foehammer View Post
Hi Shockblot

These tiles are awesome. I really really hope you finish them - no small task tho!!

You can see from the number of posts I make, I'm not an avid poster - but commenting on your tiles was non-optional imho!
Thanks for the nice feedback!
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Old April 21, 2011, 05:40   #140
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Hi I play z+Angband and modified it for my own use. One of the changes I made was to use different tilesets easier. I did two things. First, I added a new command to pref files: I:<elementwidth>:<elementheight>:<filename>{:<mask filename>}. Second I added $GRAFC <number>, so I don't have to add names of files in bunches of places, and just use the number in use_graphics directly.

Using these I do not have to recompile to add new tilesets. I edit graf-win.prf to add :
#Resized David Geravis' tiles
?:[EQU $GRAFC 6]
%graf1213.prf

graf1213.prf is just:
%:graf-dvg.prf
I:12:13:12x13.bmp:12x13msk.bmp

lastly in the ini I change the Graphics line to:
Graphics=6
(the hard coded constants are 0-5)
this does not allow the tile set to be selected from the menu, but it does work. (it would require a recompile to add the menu selection.)

I have not compiled V, but to implement you might want to:
in variable.c and externs.h add some global variables:
char graf_name[32];
char graf_mask[32];
byte graf_width;
byte graf_height;

in main-win.c in init_graphics() add/change:
if (graf_width && graf_height)
{
wid = graf_width;
hgt = graf_height;

name = graf_name;
if (strlen(graf_mask) > 2)
{
mask = graf_mask;
use_transparency = FALSE;
} else {
use_transparency = TRUE;
mask = NULL;
}
}
else if (arg_graphics == GRAPHICS_DAVID_GERVAIS)

since the pref filese are loaded in reset_visuals(), need to reset the variables in reset_visuals and call reset visuals() after init_graphics().
in main-win.c in Termxtra_win_react() change the section between /* Initialize (if needed) */ and reset_visuals(TRUE) to:

/* Change setting */
use_graphics = arg_graphics;

/* Reset visuals */
reset_visuals(TRUE);

/* Initialize (if needed) */
if (use_graphics && !init_graphics())
{
/* Warning */
plog("Cannot initialize graphics!");

/* Cannot enable */
use_graphics = GRAPHICS_NONE;
/* Reset visuals */
reset_visuals(TRUE);
}
the equivalent work for z+, but it does not have the use_graphics_nice option, so I do not know where that should go for V.

in main-win.c in Term_pict_win() there are 3 if blocks with arg_graphics==graphics mode. the first one should be changed to if (infMask.hBitmap) the secondand third should be if (hdcMask)

in obj-util.c in reset_visuals() add in or above if (use_graphics) :
graf_width = 0;
graf_height = 0;
graf_name[0] = 0;
graf_mask[0] = 0;

in prefs.c in init_parse_prefs() add:
parser_reg(p, "I sym ew sym eh str name ?str mask", parse_prefs_i);

in prefs.c in process_pref_file_expr() add/change:
else if (streq(b+1, "GRAF"))
v = ANGBAND_GRAF
else if (streq(b+1, "GRAFC"))
{
/* temp string is another global variable I created since I
* did not know of a better one to use */
strnfmt(temp_string, 32, "%d", use_graphics);
v = temp_string;
}

in prefs.c add:
static enum parser_error parse_prefs_i(struct parser *p)
{
struct prefs_data *d = parser_priv(p);
assert(d != NULL);
if (d->bypass) return PARSE_ERROR_NONE;

graf_width = (byte)parser_getint(p,"ew");
graf_height = (byte)parser_getint(p,"eh");
text_to_ascii(graf_name, 32, parser_getstr(p,"name"));
if (parser_hasval(p,"mask"))
{
text_to_ascii(graf_mask, 32, parser_getstr(p,"mask"));
}

return PARSE_ERROR_NONE;
}

That should do it. hmm a serch through the code shows a bunch of references to GRAPHICS_DAVID_GERVAIS incave.c and one in spell1.c. these might be changed to use_graphics > 2 or 3 .

Phew. quite alot for my first post, but I hope this helps.
BTW, great tiles.
Also, about PNG support, it may be possible to use DirectX to load the image, then copy the data to a GDi bitmap. Perhaps just write and use a function called ReadDXImage instead of ReadDIB. I will give it a try.
Lastly, about the faced tiles, a solution may be to just do another pass at the end of dungeon level generation. as it goes through the map, is the tile is known to have facings (hard coded) test the surrounding tiles, and replace the center tile with the right faced tile. The generation functions will not have to know about the faced tiles. ie if the wall index is 56 just replace it after generation with 64-78 as appropriate.
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