Amplio1 (tileset Amplio with some improvements from Amplio2)

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bard
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Amplio1 (tileset Amplio with some improvements from Amplio2)

Postby bard » Thu Nov 27, 2014 6:14 pm

I have updated the tileset Amplio for v2.5 and v2.6, with some improvements from Amplio2:

Added from Amplio2 (unmodded):
- maglev
- nuke
- tiles
- veterancy

Added from Amplio2 (modded):
- moderncities (kept small flags, added bases made by GriffonSpade)
- hills (matched amplio colors)
- mountains (matched amplio colors)

Changes to Terrain:
- grassland, immpasable terrain, and ditter effect, from Amplio2
- forests from Freeland tileset, with colors from Amplio trees
- hills and mountains use plains as first layer
- swamps colors normalized

...Development moved to: viewtopic.php?f=11&t=86

For v2.6:
amplio1_v2.6-0_part1.zip
(1005.8 KiB) Downloaded 260 times

amplio1_v2.6-0_part2.zip
(796.14 KiB) Downloaded 273 times


forests.jpg
Last edited by bard on Sat Feb 28, 2015 8:39 pm, edited 6 times in total.

bard
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Re: Amplio1 (tileset Amplio with some improvements from Ampl

Postby bard » Thu Nov 27, 2014 11:12 pm

Some screenshots compared to Amplio and Amplio2:

screen1-amplio.jpg
screen1-amplio1.jpg
screen1-amplio2.jpg

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dunnoob
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Re: Amplio1 (tileset Amplio with some improvements from Ampl

Postby dunnoob » Mon Dec 01, 2014 10:57 am

bard wrote:I have updated the tileset Amplio for v2.5 and v2.6, with some improvements from Amplio2
Yes, most improvements in Amplio2 are fine, but the big flags and the big ruins (as long as they have no effect) suck. Map2oil
cities1.spec
Map2oil cities.spec (small flag variant for 2.5)
(7.25 KiB) Downloaded 282 times
for small flags + PNG attached for comparison.
cities.png
Map2oil cities.png (24+2.5, 2.6 untested)
attached for comparison.

bard
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Re: Amplio1 (tileset Amplio with some improvements from Ampl

Postby bard » Mon Dec 01, 2014 9:53 pm

My pack keps the small flags from amplio, I do not like big flags either.
The cities in the pack also includes the extra base levels made by GriffonSpade.
Does your city file include some other improvement?

I'd be interested to try your Map2oil tileset if you share here a link.

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dunnoob
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Re: Amplio1 (tileset Amplio with some improvements from Ampl

Postby dunnoob » Tue Dec 02, 2014 1:54 am

bard wrote:The cities in the pack also includes the extra base levels made by GriffonSpade.

If tha's added to Amplio2 my script to create map2oil will use it automatically. Anything not in Amplio2 requires code. ;)

bard wrote:Does your city file include some other improvement?

The old ruins in the variant posted above. The tilespec either includes cities1.tilespec (small flags, old ruins), or cities.spec (large flags,new ruins) on the same PNG, only the commented out grid cells swapped.

bard wrote:I'd be interested to try your Map2oil tileset if you share here a link.

Testing your recipe with two attachments here: Three PNGs incl. the cities in the 2nd part.
Attachments
map2oil_2of2.zip
map2oil for 2.5 (tested with beta1) part 2 of 2
(554.2 KiB) Downloaded 219 times
map2oil_10f2.zip
map2oil for 2.5 (tested with beta1) part 1 of 2
(974.97 KiB) Downloaded 210 times

bard
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Re: Amplio1 (tileset Amplio with some improvements from Ampl

Postby bard » Thu Dec 04, 2014 11:44 pm

Thanks for sharing your tileset.
I'm trying to test it with 2.5 beta1, but the client crashes when I open the client options, saying that it is missing the "map2oil/intro", or something like that.
Anyway, I'm liking some of your improvements, I'll try to copy them to my tileset.

I read your answer about the random tile matches. It is something useful that I didn't know.
About the forests from Freeland (and Amplio1), they do not seem designed to match as you say, but some combinations do not look good, and I dedicated long time to select the current match numbers in order to avoid these ugly matches. I think this way it looks better than random. I'll test the random matches with hills and mountains, though.

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dunnoob
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Re: Amplio1 (tileset Amplio with some improvements from Ampl

Postby dunnoob » Sat Dec 06, 2014 12:20 am

bard wrote:it is missing the "map2oil/intro"
Yes. somehow I managed to lose intro.png when I split the files in two parts, fix attached.

About the random matches:
bard wrote:something useful that I didn't know.
I certainly also didn't know it before an experiment. README.graphics is an intro to an interesting article with 90% not yet written. :lol: There are lots of TBD in map2oil, where I have not the faintest idea what is actually going on. What is a blend_layer, what is a darkness_layer, what triggers the missing t_blend warnings (no matter if the tileset happens to have blend tiles for the given terrain type or not), what exactly is t.dither, what was the last decade when t.unknown1 was used (guess: before 2000), how is the name "cellgroup" determined (guess: hardwired for match type corner with two matches), why does t.fog use all pixels instead of only the t.mask diamond shape, and so on. :?

bard wrote:the forests from Freeland (and Amplio1), they do not seem designed to match as you say, but some combinations do not look good, and I dedicated long time to select the current match numbers in order to avoid these ugly matches.
Okay, but for the Amplio2 jungles I'm pretty confident that there are only 14 + 2 dupes, and 1..14 work (tested with 2.4).

map2oil_2of2.zip
fixed 2nd part of map2oil 2.5 with intro.png
(749.15 KiB) Downloaded 235 times