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

Posted: Wed Feb 04, 2015 6:09 am
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

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

Posted: Wed Feb 04, 2015 6:47 pm
by GriffonSpade
2.6 version minor cosmetic retouch.
unitcost.png
unitcost.png (11 KiB) Viewed 21600 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"
}

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

Posted: Thu Feb 05, 2015 5:00 pm
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 22122 times

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

Posted: Sat Feb 07, 2015 8:23 am
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)

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

Posted: Sat Feb 07, 2015 6:26 pm
by GriffonSpade
cazfi wrote:
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)
Ah, which versions are we using for the Airstrip/Airfield and Airbase again? Are we using X for airstrip/airfield (Which name should be preferred? airfield seems like it is more applicable.) and X w/ building for airbase, or something else? And is it a matter of editting the 2.5 files to match this? (Tiles and Modern Cities, I think?)

Also, I STRONGLY advise against using Fort and Fortress as distict bases, internally or otherwise. It's confusing because the former is an abbreviation of the latter. (Despite how punny it is to use shortened fortress for a shortened fortress) I suggest castra(latin for 'encampment buildings', which included a wall. Is plural), palisade, or encampment(Which is distinct enough from camp, in case that is ever used for a forest infrastructure or the like).

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

Posted: Sat Feb 07, 2015 9:03 pm
by cazfi
GriffonSpade wrote:Ah, which versions are we using for the Airstrip/Airfield and Airbase again?
See latest revisions of moderncities.png and moderncities.spec from http://svn.gna.org/viewcvs/freeciv/bran ... a/amplio2/
GriffonSpade wrote:Also, I STRONGLY advise against using Fort and Fortress as distict bases, internally or otherwise. It's confusing because the former is an abbreviation of the latter. (Despite how punny it is to use shortened fortress for a shortened fortress) I suggest castra(latin for 'encampment buildings', which included a wall. Is plural), palisade, or encampment(Which is distinct enough from camp, in case that is ever used for a forest infrastructure or the like).
That naming was handled in patch #5524, with some discussion in patch #5027.

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

Posted: Sun Feb 08, 2015 7:22 pm
by GriffonSpade
cazfi wrote:
GriffonSpade wrote:Ah, which versions are we using for the Airstrip/Airfield and Airbase again?
See latest revisions of moderncities.png and moderncities.spec from http://svn.gna.org/viewcvs/freeciv/bran ... a/amplio2/
Oooh, okay. I hadn't gotten any feedback on that thread I made for a long time, so I just ultimately went with the one person that did give feedback.

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

Posted: Mon Feb 09, 2015 2:45 pm
by Arbogast
I fished this image of the Tomb of Mausolus from Wiki and it's free under the GNU agreements.
It comes in different sizes, and I hope it will help.

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

Posted: Mon Feb 09, 2015 8:56 pm
by JTN
Please link to the original source when suggesting graphics, so that we can evaluate the licensing ourselves.

In this case it's dual-licensed GFDL/CC-BY-SA (as is usual with Wikimedia stuff), which I believe means we can't use it (there are definitely some licensing incompatibilities in this general area).

(However, we've already got something for Mausolus, which will do for now.)

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

Posted: Mon Feb 09, 2015 9:35 pm
by GriffonSpade
here's an activities including the air strip.
activities.png
activities.png (7.48 KiB) Viewed 21133 times
As for Tribal and Federation governments...
I'll probably try to make a Teepee for the Tribal, and put it on a Cyan background.

As for the federation...
This is the symbol of the united federation of planets from Star Trek. Which is practically synonymous with the term 'Federation'.
While we have neither the space nor the rights to use the image, the basic design shouldn't be any problem.
I was thinking a simple blue disc with green laurels around it on a grey field.
federation.png