Freeciv-2.5 art status

Contribute, display and discuss art and tilesets for use in Freeciv here.
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GriffonSpade
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Re: Freeciv-2.5 art status

Post by GriffonSpade »

From clean 2.5 files. Submitted for review.
hex2t.zip
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(Quick mockup of how the upkeep looks together, showing 1 of each, 2 of each, and 3 of each)
hex2t.png
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hex2t
tiles.png
Moved everything below rails down 1 row
Added Placeholder Maglevs (blue tie rails)
Added Placeholder Inaccessible (resized A6B inaccessible compass tile)
Reduced pixelborders from 2 to 1
Added label with hex2t and License: GPL v2.0
Very slight tweak to cactus desert
Repositioned Unit Upkeep icons (Both on image and within the tiles themselves)
tiles.spec
Reduced pixelborders from 2 to 1
Updated everything below rails down 1 row
Referenced Placeholder Maglevs (blue tie rails)
Referenced Placeholder Inaccessible (resized A6B inaccessible compass tile)
Referenced Jungle base layer to the same as forest (Instead of the jungle trees, same as second layer)
Added New Grid for Unit Upkeep icons (Both on image and within the tiles themselves)
tiles.png
Added unitcosts 1-9 and X for each type
unitcost.spec
Referenced all unit costs (those extant in tiles.spec commented out)
hex2t.tilespec
Added Inaccessible tile entry
Added Maglev road entry
Added unitcost.spec file reference

Edit: I'll wait until these are reviewed before working on better unitcost arrangements.
cazfi
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Re: Freeciv-2.5 art status

Post by cazfi »

Isotrident and isophex updates in patch #5962 and patch #5972
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Re: Freeciv-2.5 art status

Post by cazfi »

Hex2t update in patch #5980
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Re: Freeciv-2.5 art status

Post by cazfi »

The only open art questions for 2.5 in my list are those related to activity icons on the secondary tilesets. The icons in question are 'unit.convert' and base / road type specific building icons. Latter ones are something we may simply decide that those tilesets use same road building icon regardless of road type like they currently do.
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Re: Freeciv-2.5 art status

Post by cazfi »

And while we're checking trident, maybe we could finally resolve bug #16675? Note that "Wont Fix" and "Invalid" (request) are valid resolutions we can end up to.
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GriffonSpade
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Re: Freeciv-2.5 art status

Post by GriffonSpade »

cazfi wrote:And while we're checking trident, maybe we could finally resolve bug #16675? Note that "Wont Fix" and "Invalid" (request) are valid resolutions we can end up to.
A bit late of a reply, but I actually did flatten it to two layers, I just added an Ice Shelf layer afterward. And now I went and mixed things up again.

Result:
Arctic tiles now have tundra under their glaciers, including blending with tundra tiles, eliminating grassy land between arctic/tundra blending.

Changes:
1) Retouched the first ice shelf sprite
2) Revamped Ocean and Arctic tiles
3) Added dummy sprite references as necessary for blending

Ocean changes:
Corner land-blending combined into base ocean tiles
Shorelines moved to a separate layer

Arctic changes:
Base layer sprite and matching changed to tundra
glacier moved to a separate layer

Was working on a big, double-scale version of trident when I hit upon this epiphany. (been working on it off and on for a few months, which I cleverly have named 'sextant'...because I can't rightly call a square tileset 'hexadent' ) Though there's a blank area where some of the old water tiles were, which might eventually warrant removing, but redoing the entire image and spec is migraine-inducing.

Submitted for review.
Contains edited trident.tilespec, tiles.png, and tiles.spec. And I forgot to check if there were any updates to these files since 2.5.1.
Edit: Confirmed that there haven't been any.
Trident.zip
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GriffonSpade
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Re: Freeciv-2.5 art status

Post by GriffonSpade »

I've discovered translucent pixels in the second hill sprite at 151,0-158,0.

Contains the previous post's changes plus the fixes to said pixels.
tiles.png
cazfi
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Re: Freeciv-2.5 art status

Post by cazfi »

Latest trident updates handled in patch #6347
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GriffonSpade
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Re: Freeciv-2.5 art status

Post by GriffonSpade »

I was looking at amplio's outpost spritesand was inspirted to make this. Do you think this is better or worse than the 'low wall' version of the outpost?
outpost.png
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cazfi
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Re: Freeciv-2.5 art status

Post by cazfi »

GriffonSpade wrote:I was looking at amplio's outpost spritesand was inspirted to make this. Do you think this is better or worse than the 'low wall' version of the outpost?
outpost.png
I haven't tested this in context to see if it would make it easier to distinguish outpost from a fortress, but I wonder if we should make Fortress gfx different by having some stone instead of wooden structure there.
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