Re: Art required for freeciv proper (2.5 & 2.6)
Posted: Wed Jan 14, 2015 2:45 pm
It's from "wondersoftheworld.net" and it's copyrighted. Darn. Sorry
Freeciv - because civilization should be free!
http://forum.freeciv.org/f/
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)cazfi wrote:This has now been postponed to 3.0pepeto wrote:There will be a need of sprites for goto paths:See patch #5233.
- goto turn number don't have real sprite currently;
- Need also sprites for goto turn number with exhausted moves points;
- Needed graphics for waypoints.
Code: Select all
Trench
Fortress
;Fortress2
;Fortress3
;Fortress4
;
;StoneFort
;StoneFort2
;StoneFort3
;StoneFort4
Airfield
Airbase
Buoy
;
;
;
Road
Railroad
Pavement
Monorail
Canal
Will this do for 2.5?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.
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"
}
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); Unit upkeep in city dialog:
; These should probably be handled differently and have
; a different size...
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"
}
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?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.
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 wrote:Trimmed the dead space off the bottom that was inherited from the tiles image. Also have the spec here.; Unit upkeep in city dialog:
; These should probably be handled differently and have
; a different size...
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 edgecazfi wrote: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?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.