Art required for freeciv proper (2.5)
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
Re: Art required for freeciv proper (2.5 & 2.6)
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.
Re: Art required for freeciv proper (2.5 & 2.6)
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...
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
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.
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
Re: Art required for freeciv proper (2.5 & 2.6)
For mapping between forum threads and tickets: This is handled in patch #5756GriffonSpade 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.
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
2.6 version minor cosmetic retouch.
2.5 version retouched with convert icon and smaller sized unitcost grid
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"
}
- 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)
Cazfi wrote:- bug #20536: Missing icon for roads in editor : This is the only ticket having no progress at all
Hadn't realized what this was until I just went to the GNA thread and saw that postbug #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.
Here's a version with a crossed road and railroad.
Re: Art required for freeciv proper (2.5 & 2.6)
See bug #20032 for how I'm planning to setup these.GriffonSpade wrote:Road and Base activities
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)
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
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?)cazfi wrote:See bug #20032 for how I'm planning to setup these.GriffonSpade wrote:Road and Base activities
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)
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)
See latest revisions of moderncities.png and moderncities.spec from http://svn.gna.org/viewcvs/freeciv/bran ... a/amplio2/GriffonSpade wrote:Ah, which versions are we using for the Airstrip/Airfield and Airbase again?
That naming was handled in patch #5524, with some discussion in patch #5027.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).