Art required for freeciv proper (2.5)

Contribute, display and discuss art and tilesets for use in Freeciv here.
User avatar
GriffonSpade
Elite
Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

Re: Art required for freeciv proper (2.5 & 2.6)

Post by GriffonSpade »

Untitled.png
roads.png
roads.png (9.18 KiB) Viewed 34165 times
roads.spec
(4.5 KiB) Downloaded 746 times
Maglev - Palette swapped railroad (Rails changed to sea blue, brown changed to grey)
Also needs this tilespec entry in [roads] section
"road.maglev", "ParityCombined"
tiles.png
tiles.spec
(19.43 KiB) Downloaded 717 times
Altered Icons:
Autoexplore - 'X' moved to the right side to uncover shield, despite being an advisor control, does not call other activities
Fortified - 'tower' trunk widened by 2 pixels and a second window spot added, cosmetic improvement and brings it in line with new fortifying icon
Airbase - monochromed to create contrast with new airstrip, similar to amplio

Unit Upkeep:
Full upkeep set added at bottom, including replacing existing ones

Replaced:
Activities:
Road - Yellow bordered mini activity (replacing 'R')
Airbase - Yellow bordered mini activity (replacing 'A')
Fortress - Yellow bordered mini activity (replacing 'F')
Connect - Yellow double arrow (replacing 'C')

New Icons:
Terrain:
Inaccessible - high contrast monochrome ocean, uses oceanic shore layers
Also needs this tilespec entry:
[tile_inaccessible]
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"
layer2_sprite_type = "corner"
mine_sprite = "tx.oil_mine"
Bases:
Airstrip - single lane, original colored airbase
Outpost - shortened, gape-walled fortress
Strategic Resources:
Aluminum - color inverted and adjusted, horizontally flipped iron
Uranium - monochromed gold
Saltpeter - color inverted, horizontally and vertically flipped, placement adjusted coal
Elephant - monochromed, edited buffalo (My lolephant isn't the greatest, but it's recognizably an elephant)
Activities:
Railroad - Yellow bordered mini activity
Maglev - Yellow bordered mini activity
Airstrip - Yellow bordered mini activity
Outpost - Yellow bordered mini activity
Buoy - Yellow bordered mini activity
Fortifying - Yellow hollow tower
Convert - 'C' icon from original connect, right side placement
User avatar
JTN
Elite
Posts: 473
Joined: Wed Jan 30, 2013 12:15 am

Re: Art required for freeciv proper (2.5 & 2.6)

Post by JTN »

JTN wrote:(...rats, looks like forum trouble led to duplicated effort, since GriffonSpade has made a S2_5 tiles.png too. Will consider taking this in a post-2.5.0 update since it has minor tweaks to icons other than activity icons, relative to what we have.)
Raised this as patch #5855.

Raised patch #5856 to import new Trident graphics (thanks!)
User avatar
GriffonSpade
Elite
Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

Re: Art required for freeciv proper (2.5)

Post by GriffonSpade »

Another new version of trident tiles.png, packaged as 'trident2', features Lake and Ice Shelf sprites.
To change completely to Trident, takes a couple quick text edits(name of trident2.tilespec, and one reference each in trident2.tilespec and tiles.spec) and moving the files to the trident directory.
trident2.zip
(155.55 KiB) Downloaded 693 times
Contains: wrote:/data/
trident2.tilespec
/data/trident2/
tiles.png
tiles.spec
-Reorganized the whole file, to preserve my sanity while spec editing
-Increased Saturation of Ocean-Coast tiles by 50%, to contrast fogged tiles better with Ocean-Floor unfogged tiles
-Added Lake, with -30 Hue from Ocean-Coast tiles
-Flatted oceanic terrain's layers 0 and 1 into layer 0
-Added Ice Shelf sprites onto layer 1
--Removed layer0 type 'arctic'
--Added layer1 type 'arctic'
--Changed Arctic layer0 type to 'water'
--Changed Arctic layer1 type to 'arctic'
--Changed all non-Arctic layer1 type to 'water' (AKA not-arctic)
-Removed River-Grassland terrain
-Removed Duplicate Grassland tiles
--Removed Grassland layer0 match_with
-Readded The Square Cow's Inaccessible tile, though the black-water tiles are the version called by tilespec(Sorry, used a fresh beta2 image originally)
cazfi wrote:
GriffonSpade wrote:(Sorry, used a fresh beta2 image originally)
Even if you don't want to use version control to get current development versions, you may want to take the gfx files you are editing via the web-interface: http://svn.gna.org/viewcvs/freeciv/
Ah, yes, thank you. I will try to remember review them before I post edits up.

It's certainly a terrible habit (caused by solo modding predominantly), and exacerbated by doing most of my modding while lacking internet service. Hours of work, hundreds of edits, and can't even remember to take a minute to check the latest updates :/
Last edited by GriffonSpade on Fri Feb 27, 2015 8:43 pm, edited 1 time in total.
cazfi
Elite
Posts: 3069
Joined: Tue Jan 29, 2013 6:54 pm

Re: Art required for freeciv proper (2.5)

Post by cazfi »

GriffonSpade wrote:(Sorry, used a fresh beta2 image originally)
Even if you don't want to use version control to get current development versions, you may want to take the gfx files you are editing via the web-interface: http://svn.gna.org/viewcvs/freeciv/
User avatar
JTN
Elite
Posts: 473
Joined: Wed Jan 30, 2013 12:15 am

Re: Art required for freeciv proper (2.5)

Post by JTN »

GriffonSpade wrote:Another new version of trident tiles.png, packaged as 'trident2', features Lake and Ice Shelf sprites.
Raised patch #5877 for this.

I had to fix a few things about tiles.spec:
  • Fix swapped stack/attention
  • Fix new strategic resources (coords were wrong)
  • Remove duplicate t.l1.arctic1
User avatar
JTN
Elite
Posts: 473
Joined: Wed Jan 30, 2013 12:15 am

Re: Art required for freeciv proper (2.5)

Post by JTN »

Anyone editing Amplio2/Amplio/Isotrident tiles.png in the next few days should be aware of the pending edits in bug #23332.
User avatar
JTN
Elite
Posts: 473
Joined: Wed Jan 30, 2013 12:15 am

Re: Art required for freeciv proper (2.5)

Post by JTN »

Oops, we don't seem to have mentioned lack of graphics for civ2civ3 "Internet" wonder here (patch #5806; it was mentioned in the "Freeciv-2.5 art status" thread).

I've put in some placeholder graphics, which will do for 2.5.0 if no-one thinks of anything better.
Attachments
patch #5806, small tileset
patch #5806, small tileset
internet-small.png (13.07 KiB) Viewed 34056 times
patch #5806, large tileset
patch #5806, large tileset
internet-large.png (31.66 KiB) Viewed 34056 times
User avatar
GriffonSpade
Elite
Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

Re: Art required for freeciv proper (2.5)

Post by GriffonSpade »

Amplio2 maglev submitted for review.
maglev.png
maglev.png (2.9 KiB) Viewed 34787 times
The Square Cow
Veteran
Posts: 53
Joined: Wed Nov 19, 2014 5:47 pm

Re: Art required for freeciv proper (2.5)

Post by The Square Cow »

I like the look of it. The colour isn't being used for anything either right now, which will help make it noticeable .
Post Reply