Art required for freeciv proper (2.6)

Contribute, display and discuss art and tilesets for use in Freeciv here.

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dunnoob
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Re: Art required for freeciv proper (2.6)

Postby dunnoob » Thu Sep 14, 2017 7:42 am

VladimirSlavik wrote:Here's a clickable link...
Nice, all open issues in the art category. At the moment all issues in this category (incl. closed) also work: 20 issues ported to HRM. What's the state of the art for animals?

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GriffonSpade
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Re: Art required for freeciv proper (2.6)

Postby GriffonSpade » Fri Jan 26, 2018 6:46 am

I've noticed people complain about Amplio2's ruins obscuring the tile too much. First, I'll note that the listed credit for the ruins is the one who did the /Amplio/ ruins, not Amplio2.

Looking at Battle For Wesnoth's, I believe I found the correct credit: Anton Ecker (Kaldred) — burnt villages

Here's a version of the ruins with 35% scale, rather than 50%. (25% resulted in too much degradation) I also cleaned up 'noisy' transparent pixels.
Above credit to Kaldred holds true for my version as well as the previous.
bases.png

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Re: Art required for freeciv proper (2.6)

Postby cazfi » Sun Jan 28, 2018 3:13 pm


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GriffonSpade
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Re: Art required for freeciv proper (2.6)

Postby GriffonSpade » Wed Feb 14, 2018 2:32 pm

Row 1: Infantry
Row 2: Cavalry, Siege
Row 3: Sea, Misc Sea
Row 4: Air, Missile, Misc Military
Row 5: Misc Nonmilitary

Also, here's a version without the Animals:
(Same as before)
(Reorganized Amplio2 units, less sprites per row with more columns.)
units.png

And here's the units.spec file for the spritesheet.
units.spec
(2.94 KiB) Downloaded 40 times

-Reorganized sprite references
-Uncommented train sprite reference
Last edited by GriffonSpade on Wed Feb 14, 2018 8:55 pm, edited 1 time in total.

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Re: Art required for freeciv proper (2.6)

Postby GriffonSpade » Wed Feb 14, 2018 8:49 pm

-Deprecated-
Last edited by GriffonSpade on Tue May 29, 2018 6:25 pm, edited 1 time in total.

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Re: Art required for freeciv proper (2.6)

Postby cazfi » Thu Feb 15, 2018 9:43 pm

FYI There's Feature #692596 touching amplio2 files and which I'm about to commit tomorrow. Please make sure you use it as a baseline for any amplio2 modifications so you don't override changes made by it.

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GriffonSpade
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Re: Art required for freeciv proper (2.6)

Postby GriffonSpade » Thu Feb 15, 2018 10:54 pm

cazfi wrote:FYI There's Feature #692596 touching amplio2 files and which I'm about to commit tomorrow. Please make sure you use it as a baseline for any amplio2 modifications so you don't override changes made by it.

Oh drat. I do believe I forgot to make sure to do it to /ALL/ transparent pixels, but just done the pure white ones. In Hexemplio too. Suppose I'll have to go back over them again.

Off to use the transparency to grey tool, then.

Wait, what? I literally opened your files and resaved without altering anything, and it's larger? How does that work? Specifically, units.png went from 70.3 to 86.8 KB.

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Re: Art required for freeciv proper (2.6)

Postby cazfi » Mon Mar 19, 2018 2:22 pm

GriffonSpade wrote:Wait, what? I literally opened your files and resaved without altering anything, and it's larger? How does that work? Specifically, units.png went from 70.3 to 86.8 KB.

I guess you get worse png compression with your tools than frank e got for his version.

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Re: Art required for freeciv proper (2.6)

Postby GriffonSpade » Tue May 29, 2018 6:00 pm

Amplio2 -
Activities: added irrigation, farmland, mine, oil_mine, oil_rig
Probably almost identical to previous version, but made from b3 file. All transparent pixels have 000000 hue. (Recompressing in GIMP without any hue data with transparent pixels would actually increase file size over pdn's)
activities.spec
(1.03 KiB) Downloaded 37 times
activities.png
activities.png (8.87 KiB) Viewed 956 times


Isotrident -
Tiles: added road, rail, maglev, outpost, fortress, airstrip, airbase, irrigation, farmland, mine, oil_mine, oil_rig, buoy. (This version is based on Trident) Removed defunct nuke sprite(s) (Tileset uses a separate, single image) and pointed references to mushroom cloud sprite (Should these be completely removed for 2.6 or wait until 3.0?). Cleaned dirty transparent pixels.
tiles.spec
(3.65 KiB) Downloaded 28 times
tiles.png
tiles.png (5.57 KiB) Viewed 956 times


I think these are the last of the missing activities?