Art required for freeciv proper (2.5)
Re: Art required for freeciv proper (2.5 & 2.6)
It's from "wondersoftheworld.net" and it's copyrighted. Darn. Sorry
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper (2.5 & 2.6)
Oh! I just realized that while I put them in a2h, I hadn't dropped them here by themselves yet.
Aluminum from amplio iron
Uranium from amplio gold
Saltpeter from amplio coal
Elephant from Architetto Francesco (Public Domain)
Airfield and Airbase from amplio airbase (slightly tweaked both to fit better with the fortress, in case they're used together)
Trench from amplio fortress (others are amplio identical)
Aluminum from amplio iron
Uranium from amplio gold
Saltpeter from amplio coal
Elephant from Architetto Francesco (Public Domain)
Airfield and Airbase from amplio airbase (slightly tweaked both to fit better with the fortress, in case they're used together)
Trench from amplio fortress (others are amplio identical)
Re: Art required for freeciv proper
cazfi wrote:pepeto wrote:There will be a need of sprites for goto paths:
- goto turn number don't have real sprite currently;
- Need also sprites for goto turn number with exhausted moves points;
- Needed graphics for waypoints.
See patch #5233.
This has now been postponed to 3.0
And now 2.6 is the target release again. Sorry about this going back and forth (it'll come some day anyway, so making the art wouldn't be wasted effort no matter what's the final target release)
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper (2.5 & 2.6)
Took me a bit to figure out how to do the Shields. Threw me a bit when I realized it only had one slot!
Fortifying activity (Not Fortified)
Road and Base activities
Edit: For some reason Fortress0 and StoneFort0 didn't make it into this image. Not that it should matter, since they weren't any of the terrains needed.
Fortifying activity (Not Fortified)
Road and Base activities
Code: Select all
Trench
Fortress
;Fortress2
;Fortress3
;Fortress4
;
;StoneFort
;StoneFort2
;StoneFort3
;StoneFort4
Airfield
Airbase
Buoy
;
;
;
Road
Railroad
Pavement
Monorail
Canal
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper (2.5 & 2.6)
Cazfi wrote:For amplio2, and for TRUNK and S2_6 only as it introduces upkeep icons in separate file. We can't do that in S2_5 without breaking custom .tilespecs that rely on amplio2/tiles.spec to provide them with upkeep icons too.
Will this do for 2.5?
Code: Select all
[spec]
; Format and options of this spec file:
options = "+Freeciv-2.5-spec"
[info]
artists = "
Tatu Rissanen <tatu.rissanen@hut.fi>
Jeff Mallatt <jjm@codewell.com> (miscellaneous)
GriffonSpade (unit upkeep; alternate fortifying icon)
"
[file]
gfx = "amplio2/tiles"
[grid_main]
x_top_left = 0
y_top_left = 0
dx = 96
dy = 48
tiles = { "row", "column", "tag"
; Unit activity letters: (note unit icons have just "u.")
0, 18, "unit.auto_attack",
"unit.auto_settler"
0, 19, "unit.stack"
1, 17, "unit.loaded"
1, 18, "unit.connect"
1, 19, "unit.auto_explore"
0, 16, "unit.transform"
0, 17, "unit.sentry"
4, 16, "unit.goto"
4, 17, "unit.mine"
2, 16, "unit.pollution"
2, 17, "unit.road"
2, 18, "unit.irrigate"
2, 19, "unit.fortifying"
; 1, 16, "unit.fortifying"
; 2, 19, "unit.fortress"
; 3, 16, "unit.airbase"
3, 17, "unit.pillage"1
3, 18, "unit.fortified"
3, 19, "unit.fallout"
4, 19, "unit.patrol"
1, 18, "unit.convert"
; Unit hit-point bars: approx percent of hp remaining
7, 0, "unit.hp_100"
7, 1, "unit.hp_90"
7, 2, "unit.hp_80"
7, 3, "unit.hp_70"
7, 4, "unit.hp_60"
7, 5, "unit.hp_50"
7, 6, "unit.hp_40"
7, 7, "unit.hp_30"
7, 8, "unit.hp_20"
7, 9, "unit.hp_10"
7, 10, "unit.hp_0"
; Numbers: city size: (also used for goto)
5, 0, "city.size_0"
5, 1, "city.size_1"
5, 2, "city.size_2"
5, 3, "city.size_3"
5, 4, "city.size_4"
5, 5, "city.size_5"
5, 6, "city.size_6"
5, 7, "city.size_7"
5, 8, "city.size_8"
5, 9, "city.size_9"
5, 10, "city.size_00"
5, 11, "city.size_10"
5, 12, "city.size_20"
5, 13, "city.size_30"
5, 14, "city.size_40"
5, 15, "city.size_50"
5, 16, "city.size_60"
5, 17, "city.size_70"
5, 18, "city.size_80"
5, 19, "city.size_90"
4, 1, "city.size_100"
4, 2, "city.size_200"
4, 3, "city.size_300"
4, 4, "city.size_400"
4, 5, "city.size_500"
4, 6, "city.size_600"
4, 7, "city.size_700"
4, 8, "city.size_800"
4, 9, "city.size_900"
; Numbers: city tile food/shields/trade y/g/b
8, 0, "city.t_food_0"
8, 1, "city.t_food_1"
8, 2, "city.t_food_2"
8, 3, "city.t_food_3"
8, 4, "city.t_food_4"
8, 5, "city.t_food_5"
8, 6, "city.t_food_6"
8, 7, "city.t_food_7"
8, 8, "city.t_food_8"
8, 9, "city.t_food_9"
6, 0, "city.t_shields_0"
6, 1, "city.t_shields_1"
6, 2, "city.t_shields_2"
6, 3, "city.t_shields_3"
6, 4, "city.t_shields_4"
6, 5, "city.t_shields_5"
6, 6, "city.t_shields_6"
6, 7, "city.t_shields_7"
6, 8, "city.t_shields_8"
6, 9, "city.t_shields_9"
6, 10, "city.t_trade_0"
6, 11, "city.t_trade_1"
6, 12, "city.t_trade_2"
6, 13, "city.t_trade_3"
6, 14, "city.t_trade_4"
6, 15, "city.t_trade_5"
6, 16, "city.t_trade_6"
6, 17, "city.t_trade_7"
6, 18, "city.t_trade_8"
6, 19, "city.t_trade_9"
; Unit upkeep in city dialog:
; These should probably be handled differently and have
; a different size...
0, 6, "upkeep.shield"
0, 7, "upkeep.shield2"
0, 8, "upkeep.shield3"
0, 9, "upkeep.shield4"
0, 10, "upkeep.shield5"
0, 11, "upkeep.shield6"
0, 12, "upkeep.shield7"
0, 13, "upkeep.shield8"
0, 14, "upkeep.shield9"
0, 15, "upkeep.shield10"
1, 6, "upkeep.gold"
1, 7, "upkeep.gold2"
1, 8, "upkeep.gold3"
1, 9, "upkeep.gold4"
1, 10, "upkeep.gold5"
1, 11, "upkeep.gold6"
1, 12, "upkeep.gold7"
1, 13, "upkeep.gold8"
1, 14, "upkeep.gold9"
1, 15, "upkeep.gold10"
2, 6, "upkeep.food"
2, 7, "upkeep.food2"
2, 8, "upkeep.food3"
2, 9, "upkeep.food4"
2, 10, "upkeep.food5"
2, 11, "upkeep.food6"
2, 12, "upkeep.food7"
2, 13, "upkeep.food8"
2, 14, "upkeep.food9"
2, 15, "upkeep.food10"
3, 6, "upkeep.unhappy"
3, 7, "upkeep.unhappy2"
3, 8, "upkeep.unhappy3"
3, 9, "upkeep.unhappy4"
3, 10, "upkeep.unhappy5"
3, 11, "upkeep.unhappy6"
3, 12, "upkeep.unhappy7"
3, 13, "upkeep.unhappy8"
3, 14, "upkeep.unhappy9"
3, 15, "upkeep.unhappy10"
; 7, 13, "upkeep.gold"
; 7, 14, "upkeep.gold2"
; 7, 15, "upkeep.food"
; 7, 16, "upkeep.food2"
; 7, 17, "upkeep.unhappy"
; 7, 18, "upkeep.unhappy2"
; 7, 19, "upkeep.shield"
; Base building activities
8, 15, "unit.fortress"
8, 16, "unit.airbase"
8, 17, "unit.buoy"
; Nuclear explosion: this could maybe now be handled as one
; big graphic (?), but for now is done old way as 3 by 3:
0, 0, "explode.nuke_00"
0, 1, "explode.nuke_01"
0, 2, "explode.nuke_02"
1, 0, "explode.nuke_10"
1, 1, "explode.nuke_11"
1, 2, "explode.nuke_12"
2, 0, "explode.nuke_20"
2, 1, "explode.nuke_21"
2, 2, "explode.nuke_22"
}
Changes:
Trimmed the right side of the credits box image
Moved Transform, Sentry, Goto, Mine images
Referenced Transform, Sentry, Goto, Mine image locations
Added in the increased upkeep images
Referenced upkeep images
Commented old upkeep references
Added in alternate fortify image
Commented alternate fortify (Original still referenced)
Added my name to the list of authors
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper (2.5 & 2.6)
; Unit upkeep in city dialog:
; These should probably be handled differently and have
; a different size...
Trimmed the dead space off the bottom that was inherited from the tiles image. Also have the spec here.
For 2.6+.(Probably needs a little editting in the spec code, as this uses the 2.5 format)
Code: Select all
[spec]
; Format and options of this spec file:
options = "+Freeciv-2.5-spec"
[info]
artists = "
Tatu Rissanen <tatu.rissanen@hut.fi>
Jeff Mallatt <jjm@codewell.com> (miscellaneous)
GriffonSpade
"
[file]
gfx = "amplio2/unitcost"
[grid_main]
x_top_left = 1
y_top_left = 1
dx = 96
dy = 19
pixel_border = 1
tiles = { "row", "column", "tag"
0, 0, "upkeep.shield"
0, 1, "upkeep.shield2"
0, 2, "upkeep.shield3"
0, 3, "upkeep.shield4"
0, 4, "upkeep.shield5"
0, 5, "upkeep.shield6"
0, 6, "upkeep.shield7"
0, 7, "upkeep.shield8"
0, 8, "upkeep.shield9"
0, 9, "upkeep.shield10"
1, 0, "upkeep.gold"
1, 1, "upkeep.gold2"
1, 2, "upkeep.gold3"
1, 3, "upkeep.gold4"
1, 4, "upkeep.gold5"
1, 5, "upkeep.gold6"
1, 6, "upkeep.gold7"
1, 7, "upkeep.gold8"
1, 8, "upkeep.gold9"
1, 9, "upkeep.gold10"
2, 0, "upkeep.food"
2, 1, "upkeep.food2"
2, 2, "upkeep.food3"
2, 3, "upkeep.food4"
2, 4, "upkeep.food5"
2, 5, "upkeep.food6"
2, 6, "upkeep.food7"
2, 7, "upkeep.food8"
2, 8, "upkeep.food9"
2, 9, "upkeep.food10"
3, 0, "upkeep.unhappy"
3, 1, "upkeep.unhappy2"
3, 2, "upkeep.unhappy3"
3, 3, "upkeep.unhappy4"
3, 4, "upkeep.unhappy5"
3, 5, "upkeep.unhappy6"
3, 6, "upkeep.unhappy7"
3, 7, "upkeep.unhappy8"
3, 8, "upkeep.unhappy9"
3, 9, "upkeep.unhappy10"
}
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper (2.5 & 2.6)
Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
Re: Art required for freeciv proper (2.5 & 2.6)
GriffonSpade wrote:Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
We don't have canals in official rulesets/tilesets, but this seems quite lot like the canals on some custom tilesets. How easy it's to tell them apart in game?
Re: Art required for freeciv proper (2.5 & 2.6)
GriffonSpade wrote:; Unit upkeep in city dialog:
; These should probably be handled differently and have
; a different size...
Trimmed the dead space off the bottom that was inherited from the tiles image. Also have the spec here.
I wonder if we should do that for S2_5 version too. One .spec-file can contain multiple grids after all (not all sprites in the .png need to be on same grid with same sprite size).
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper (2.5 & 2.6)
cazfi wrote:GriffonSpade wrote:Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
We don't have canals in official rulesets/tilesets, but this seems quite lot like the canals on some custom tilesets. How easy it's to tell them apart in game?
I can't vouch for others' canals, but they stand out quite well against my own for several reasons.
The supports give it a distinctive sawtooth edge
The blue is extremely different
The silver and blue are more intermixed, with notably less blue
The lack of dams (Can't have canals without locks and dams
