Search found 578 matches

by GriffonSpade
Sat Feb 15, 2014 6:51 am
Forum: Art and tilesets
Topic: AmplioHexBig Tileset 2.4
Replies: 49
Views: 71116

Re: amplio2hexbig tileset

Version 1.7b is missing rivers.png, which is referenced from rivers.spec which is referenced from amplio2hexbig.tilespec, so it fails to load. Now how the heck did THAT happen? Weird. Must've failed on a paste overwrite or something.(It existed in the main 1.7b directory, but not in the 1.7b part1 ...
by GriffonSpade
Tue Feb 11, 2014 11:53 pm
Forum: Art and tilesets
Topic: AmplioHexBig Tileset 2.4
Replies: 49
Views: 71116

Re: amplio2hexbig tileset

I just realized, that while buildings.spec has wonders referenced, buildings-large.spec does not. I'll have 7.1b up in a minute which will reference wonders-large.spec.
by GriffonSpade
Tue Feb 11, 2014 9:10 pm
Forum: Wishlist
Topic: Another Wishlist
Replies: 37
Views: 37168

Re: Another Wishlist

17) Something that just came to mind: the ability to have technology require more than 2 prerequisites. 3, or preferably 4 would be ideal and eliminate ever having to have to make stub technologies, just to combine together to make another tech (For example one could add Refrigeration as a req for N...
by GriffonSpade
Tue Feb 11, 2014 8:10 pm
Forum: Art and tilesets
Topic: AmplioHexBig Tileset 2.4
Replies: 49
Views: 71116

Re: amplio2hexbig tileset

Short answer: That doesn't affect amplio2hexbig. I have to do some more documentation on the hex/isohex issue, but amplio2hexbig is of the not-affected kind. :-) Yeah, upon waking up and thinking about it on a new day, I thought to check the orientation of hex2t's pngs (instead of just specs) and r...
by GriffonSpade
Tue Feb 11, 2014 4:56 am
Forum: Art and tilesets
Topic: AmplioHexBig Tileset 2.4
Replies: 49
Views: 71116

Re: amplio2hexbig tileset

version 1.7 up, along with an experimental patch for 2.5 (do not know if it will work) Full height in non-iso Hex tilesetsEdit Non-iso Hex tilesets had excessively high Full height meaning that origin of some sprites was far above the tile's top and thus tilesets needed a lot of transparent padding ...
by GriffonSpade
Mon Feb 10, 2014 9:12 pm
Forum: Art and tilesets
Topic: AmplioHexBig Tileset 2.4
Replies: 49
Views: 71116

Re: amplio2hexbig tileset

Hmmm, I thought the boxes were carried over from isophex, but on checking, they're not. I'll have to go back through and see what's different. Maybe it's just the fog tile or something. (I certainly don't remember translucent colored tiles :P) Edit: The boxes themselves seem to come from data/misc/o...
by GriffonSpade
Wed Feb 05, 2014 7:36 pm
Forum: Art and tilesets
Topic: AmplioHexBig Tileset 2.4
Replies: 49
Views: 71116

Re: amplio2hexbig tileset

Spec File Changes 1.5-1.6 (So that those working with 2.5 don't have to redo all the 2.4-2.5 spec file changes manually) unitextras.spec: Added Convert Icon to the tileset(but not spec file) at 3,6 terrain2.spec: the t.l2.floor cells should be replaced with these (deep/ocean use the same blending ma...
by GriffonSpade
Tue Feb 04, 2014 4:48 pm
Forum: Art and tilesets
Topic: AmplioHexBig Tileset 2.4
Replies: 49
Views: 71116

Re: amplio2hexbig tileset

hmm, i can see where that might be a problem, with fog being 44.7% darker and deep ocean being 50% darker. Maybe a slight red shift toward blue-violet would work? current progress on next version: v1.6 Deep Oceans blended (except with Lakes, which should not occur; same 'sand' appearing as with Ocea...
by GriffonSpade
Tue Feb 04, 2014 4:20 pm
Forum: Art and tilesets
Topic: Art required for freeciv proper (2.5)
Replies: 108
Views: 268082

Re: Art required for freeciv proper

dudes.png updated set of specialists, with female entertainer, scientist, and male taxman. (male entertainer changed as well, to line up the same way as female entertainer.) I placed the female specialists as the 'first' version as well, since all the other dudes start with the male version, should...
by GriffonSpade
Mon Feb 03, 2014 3:58 am
Forum: Art and tilesets
Topic: Art required for freeciv proper (2.5)
Replies: 108
Views: 268082

Re: Art required for freeciv proper

'Logic' is probably too strong a word for it, but I started the first 3 with the sprites I felt were best suited to conversion. The others were somewhat less...specialized, I suppose would be the best way to put it. I'll think on it and maybe poke at the sprites and see if any inspiration for making...