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

Posted: Fri Jan 30, 2015 10:08 pm
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 37324 times

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

Posted: Sat Jan 31, 2015 9:46 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.
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?

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

Posted: Sat Jan 31, 2015 10:17 am
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).

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

Posted: Sat Jan 31, 2015 3:24 pm
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 :))

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 32909 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 33461 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.