Art required for freeciv proper (2.5)

Contribute, display and discuss art and tilesets for use in Freeciv here.
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GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)

Post by GriffonSpade »

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?
tiles.png

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
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GriffonSpade
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Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

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

Post by GriffonSpade »

; 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.
unitcost.png
unitcost.png (10.42 KiB) Viewed 23553 times
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"
}
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GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)

Post by GriffonSpade »

Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
maglev.png
maglev.png (2.69 KiB) Viewed 23334 times
cazfi
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Posts: 3105
Joined: Tue Jan 29, 2013 6:54 pm

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

Post by cazfi »

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.
maglev.png
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?
cazfi
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Re: Art required for freeciv proper (2.5 & 2.6)

Post by cazfi »

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

Post by GriffonSpade »

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.
The attachment maglev.png is no longer available
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.
Untitled.png
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 :))
cazfi
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Re: Art required for freeciv proper (2.5 & 2.6)

Post by cazfi »

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.
For mapping between forum threads and tickets: This is handled in patch #5756
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GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)

Post by GriffonSpade »

2.6 version minor cosmetic retouch.
unitcost.png
unitcost.png (11 KiB) Viewed 21641 times
2.5 version retouched with convert icon and smaller sized unitcost grid
tiles.png
2.5 spec

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/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, 16, "unit.transform"
  0, 17, "unit.sentry"
  0, 18, "unit.auto_attack",
         "unit.auto_settler"
  0, 19, "unit.stack"
;  1, 16, "unit.fortifying"
  1, 17, "unit.loaded"
  1, 18, "unit.connect"
  1, 19, "unit.auto_explore"
  2, 16, "unit.pollution"
  2, 17, "unit.road"
  2, 18, "unit.irrigate"
  2, 19, "unit.fortifying"
  3, 17, "unit.pillage"
  3, 18, "unit.fortified"
  3, 19, "unit.fallout"
  4, 15, "unit.convert"
  4, 16, "unit.goto"
  4, 17, "unit.mine"
  4, 19, "unit.patrol"

; 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"

; 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"

}

[grid_unitcost]

x_top_left = 576
y_top_left = 0
dx = 96
dy = 19

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"
}
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GriffonSpade
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Posts: 578
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Re: Art required for freeciv proper (2.5 & 2.6)

Post by GriffonSpade »

Cazfi wrote:- bug #20536: Missing icon for roads in editor : This is the only ticket having no progress at all
bug #20536 wrote:
JTN wrote:Currently we're using one that I think must have been originally intended for editable borders, which doesn't look quite right. It can be seen in file #17268.
Would be nice to have something better for 2.5.0. Relevant file is data/misc/editor.png.
Hadn't realized what this was until I just went to the GNA thread and saw that post :P

Here's a version with a crossed road and railroad.
editor.png
editor.png (11.11 KiB) Viewed 22164 times
cazfi
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Re: Art required for freeciv proper (2.5 & 2.6)

Post by cazfi »

GriffonSpade wrote:Road and Base activities
See bug #20032 for how I'm planning to setup these.

For completeness, it would be nice to have activity icon for Airstrip matching sprite of the airstrip extra itself, since that is provided already in 2.5 tileset (But since no supplied ruleset uses those until 2.6, this is really not-a-high-priority)
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