Freeciv-2.5 art status
Re: Freeciv-2.5 art status
Yeah, we need some smaller tilesets, for small screens of embedded devices they are must. I just wonder if we need all of them (like both hex2t (hex) and isophex (isohex))
- Alien Valkyrie
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Re: Freeciv-2.5 art status
I personally would be fine with only the iso ones, as those look better IMO.cazfi wrote:Yeah, we need some smaller tilesets, for small screens of embedded devices they are must. I just wonder if we need all of them (like both hex2t (hex) and isophex (isohex))
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Re: Freeciv-2.5 art status
I like (square) trident personally, so I would rather we didn't drop off support for it. One of the reasons for two different hex tilesets is to support both kinds of hex maps that Freeciv supports.
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Re: Freeciv-2.5 art status
Trident is notable in that it is REALLY easy to edit due to its nice, clean right angles. The only difficulty is cramming visually distinct icons into such a tiny space.
I've actually tinkered with making a larger Square tileset(Which I've cleverly labled as 'Sextant'), but my attempts have not come to anything thus far. They all seem to either wind up TOO large(A composite of Amplio2 tiles can be cut to give perfectly connecting 96x96 tiles, I think it was), or the icons are just not a good fit for the size and look weird (For example in Trident, the forests hills and mountains don't connect up to down, so tiling them looks really weird. At the same time stretching them just looks bad). Even making tiled composites of trident is fraught with complications, since it looks bad if it just looks like blocks of repeating Trident tiles(Only about half of which would be used): Mixing and matching is a must.
I've honestly not even looked into isotrident, hex2t, or isophex, but they are probably necessary due to the four different iso/hex variable settings. Perhaps I shall have to look into some minimal upkeep for them.
A6B is my own canvas, so I don't have to worry about jabbing everyone else with my elbows while I work. Which I have a terrible problem with.
I've actually tinkered with making a larger Square tileset(Which I've cleverly labled as 'Sextant'), but my attempts have not come to anything thus far. They all seem to either wind up TOO large(A composite of Amplio2 tiles can be cut to give perfectly connecting 96x96 tiles, I think it was), or the icons are just not a good fit for the size and look weird (For example in Trident, the forests hills and mountains don't connect up to down, so tiling them looks really weird. At the same time stretching them just looks bad). Even making tiled composites of trident is fraught with complications, since it looks bad if it just looks like blocks of repeating Trident tiles(Only about half of which would be used): Mixing and matching is a must.
I've honestly not even looked into isotrident, hex2t, or isophex, but they are probably necessary due to the four different iso/hex variable settings. Perhaps I shall have to look into some minimal upkeep for them.
A6B is my own canvas, so I don't have to worry about jabbing everyone else with my elbows while I work. Which I have a terrible problem with.
- GriffonSpade
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Re: Freeciv-2.5 art status
From 2.5.0 base files. Submitted for review.
Isotrident
terrain1.png
Moved Fish, Whale, and Horse sprites
Added Placeholder Maglev sprites (blue tie version of existing rails; including 0 directions)
Added Placeholder Resized Amplio2 Inaccessible sprite
terrain1.spec
Moved and Updated references to Fish, Whale, and Horse sprites
Referenced Maglev sprites (including 0 directions)
Referenced Inaccessible sprite
Added unitcost.png
Full set of 1-9 and X resource cost sprites for production, gold, food, and unhappiness unit upkeep
Added unitcost.spec
Referenced all unitcosts except existing ones in tiles.png/spec
isotrident.tilespec
Added Inaccessible tile entry
Added Maglev road entry
Added unitcost.spec file reference
isophex
terrain1.png
Moved Fish, Whale, and Horse sprites
Added Placeholder Maglev sprites (blue tie version of existing rails; including 0 directions)
Added Placeholder Resized AmplioHexBig Inaccessible (Compass) sprite
terrain1.spec
Moved and Updated references to Fish, Whale, and Horse sprites
Referenced Maglev sprites (including 0 directions)
Referenced Inaccessible sprite
isophex.tilespec
Added Inaccessible tile entry
Added Maglev road entry
Added unitcost.spec file reference (in isotrident)
I'm working on hex2t right now. I'll submit that when I'm done.
Edit: I just had a realization, should I put Gold on the far left instead of Production? That way the ones that appear in default rulesets are closer together in the middle.
terrain1.png
Moved Fish, Whale, and Horse sprites
Added Placeholder Maglev sprites (blue tie version of existing rails; including 0 directions)
Added Placeholder Resized Amplio2 Inaccessible sprite
terrain1.spec
Moved and Updated references to Fish, Whale, and Horse sprites
Referenced Maglev sprites (including 0 directions)
Referenced Inaccessible sprite
Added unitcost.png
Full set of 1-9 and X resource cost sprites for production, gold, food, and unhappiness unit upkeep
Added unitcost.spec
Referenced all unitcosts except existing ones in tiles.png/spec
isotrident.tilespec
Added Inaccessible tile entry
Added Maglev road entry
Added unitcost.spec file reference
isophex
terrain1.png
Moved Fish, Whale, and Horse sprites
Added Placeholder Maglev sprites (blue tie version of existing rails; including 0 directions)
Added Placeholder Resized AmplioHexBig Inaccessible (Compass) sprite
terrain1.spec
Moved and Updated references to Fish, Whale, and Horse sprites
Referenced Maglev sprites (including 0 directions)
Referenced Inaccessible sprite
isophex.tilespec
Added Inaccessible tile entry
Added Maglev road entry
Added unitcost.spec file reference (in isotrident)
I'm working on hex2t right now. I'll submit that when I'm done.
Edit: I just had a realization, should I put Gold on the far left instead of Production? That way the ones that appear in default rulesets are closer together in the middle.
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Re: Freeciv-2.5 art status
From clean 2.5 files. Submitted for review.
hex2t
tiles.png
Moved everything below rails down 1 row
Added Placeholder Maglevs (blue tie rails)
Added Placeholder Inaccessible (resized A6B inaccessible compass tile)
Reduced pixelborders from 2 to 1
Added label with hex2t and License: GPL v2.0
Very slight tweak to cactus desert
Repositioned Unit Upkeep icons (Both on image and within the tiles themselves)
tiles.spec
Reduced pixelborders from 2 to 1
Updated everything below rails down 1 row
Referenced Placeholder Maglevs (blue tie rails)
Referenced Placeholder Inaccessible (resized A6B inaccessible compass tile)
Referenced Jungle base layer to the same as forest (Instead of the jungle trees, same as second layer)
Added New Grid for Unit Upkeep icons (Both on image and within the tiles themselves)
tiles.png
Added unitcosts 1-9 and X for each type
unitcost.spec
Referenced all unit costs (those extant in tiles.spec commented out)
hex2t.tilespec
Added Inaccessible tile entry
Added Maglev road entry
Added unitcost.spec file reference
Edit: I'll wait until these are reviewed before working on better unitcost arrangements.
(Quick mockup of how the upkeep looks together, showing 1 of each, 2 of each, and 3 of each)
tiles.png
Moved everything below rails down 1 row
Added Placeholder Maglevs (blue tie rails)
Added Placeholder Inaccessible (resized A6B inaccessible compass tile)
Reduced pixelborders from 2 to 1
Added label with hex2t and License: GPL v2.0
Very slight tweak to cactus desert
Repositioned Unit Upkeep icons (Both on image and within the tiles themselves)
tiles.spec
Reduced pixelborders from 2 to 1
Updated everything below rails down 1 row
Referenced Placeholder Maglevs (blue tie rails)
Referenced Placeholder Inaccessible (resized A6B inaccessible compass tile)
Referenced Jungle base layer to the same as forest (Instead of the jungle trees, same as second layer)
Added New Grid for Unit Upkeep icons (Both on image and within the tiles themselves)
tiles.png
Added unitcosts 1-9 and X for each type
unitcost.spec
Referenced all unit costs (those extant in tiles.spec commented out)
hex2t.tilespec
Added Inaccessible tile entry
Added Maglev road entry
Added unitcost.spec file reference
Edit: I'll wait until these are reviewed before working on better unitcost arrangements.
Re: Freeciv-2.5 art status
Isotrident and isophex updates in patch #5962 and patch #5972
Re: Freeciv-2.5 art status
Hex2t update in patch #5980
Re: Freeciv-2.5 art status
The only open art questions for 2.5 in my list are those related to activity icons on the secondary tilesets. The icons in question are 'unit.convert' and base / road type specific building icons. Latter ones are something we may simply decide that those tilesets use same road building icon regardless of road type like they currently do.
Re: Freeciv-2.5 art status
And while we're checking trident, maybe we could finally resolve bug #16675? Note that "Wont Fix" and "Invalid" (request) are valid resolutions we can end up to.