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Re: Art required for freeciv proper (2.6)

Posted: Sat Jun 03, 2017 11:18 am
by VladimirSlavik

Re: Art required for freeciv proper (2.6)

Posted: Thu Sep 14, 2017 7:42 am
by dunnoob
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?

Re: Art required for freeciv proper (2.6)

Posted: Fri Jan 26, 2018 6:46 am
by GriffonSpade
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

Re: Art required for freeciv proper (2.6)

Posted: Sun Jan 28, 2018 3:13 pm
by cazfi

Re: Art required for freeciv proper (2.6)

Posted: Wed Feb 14, 2018 2:32 pm
by GriffonSpade
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 431 times
-Reorganized sprite references
-Uncommented train sprite reference

Re: Art required for freeciv proper (2.6)

Posted: Wed Feb 14, 2018 8:49 pm
by GriffonSpade
-Deprecated-

Re: Art required for freeciv proper (2.6)

Posted: Thu Feb 15, 2018 9:43 pm
by cazfi
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.

Re: Art required for freeciv proper (2.6)

Posted: Thu Feb 15, 2018 10:54 pm
by GriffonSpade
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.

Re: Art required for freeciv proper (2.6)

Posted: Mon Mar 19, 2018 2:22 pm
by cazfi
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.

Re: Art required for freeciv proper (2.6)

Posted: Tue May 29, 2018 6:00 pm
by GriffonSpade
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 434 times
activities.png
activities.png (8.87 KiB) Viewed 9146 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 424 times
tiles.png
tiles.png (5.57 KiB) Viewed 9146 times
I think these are the last of the missing activities?