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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 35861 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

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

Posted: Mon Feb 09, 2015 11:05 pm
by GriffonSpade
Tribal and Federation icons added to the end. Both used modified fundamentalism background, with my own work for the foreground.
governments.png
governments.png (5.77 KiB) Viewed 35408 times

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

Posted: Sun Feb 15, 2015 11:25 am
by JTN
Thank you, GriffonSpade, for continuing to fill in the gaps in our tilesets.

Slight quibble: I'm finding the new activity icons to be hard to spot when units are seen on the map. I think the approach of simply shrinking extras without changing their colours is inherently troublesome; you want the actual extras to be fairly backgroundy once they're on the map, but activity icons would ideally be foregroundy. And you have to recognise activity icons from already-built extras on the map by position offset alone, plus small versions of small extras like airstrip are just going to get lost in the noise.

Would it be possible to make recognisable extra shapes with a yellow-on-black colour scheme? (Like the new fortifying icon, which I like.) Or maybe a saturated version of their original colour with a black outline.

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

Posted: Sun Feb 15, 2015 9:08 pm
by GriffonSpade
Hmmm...Maybe a Bright Yellow outline instead of yellow on black? or maybe a yellow background/outline with another transparent black outline. I'll play with them and see how they look.

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

Posted: Mon Feb 16, 2015 12:41 am
by GriffonSpade
All Activities.
activities.png

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/activities"

[grid_main]

x_top_left = 1
y_top_left = 1
dx = 96
dy = 48
pixel_border = 1

tiles = { "row", "column", "tag"
; Unit activity letters:  (note unit icons have just "u.")


  0, 0, "unit.road"
  0, 1, "unit.rail"
  0, 2, "unit.maglev"

  1, 0, "unit.fort"
  1, 1, "unit.airstrip"
  1, 2, "unit.fortress"
  1, 3, "unit.airbase"

  2, 0, "unit.fortified"
  2, 1, "unit.fortifying"
  2, 2, "unit.sentry"
  2, 3, "unit.patrol"
  2, 4, "unit.pillage"

  3, 0, "unit.connect"
  3, 1, "unit.auto_attack",
         "unit.auto_settler"
  3, 2, "unit.stack"
  3, 3, "unit.loaded"

  4, 0, "unit.irrigate"
  4, 1, "unit.mine"
  4, 2, "unit.transform"
  4, 3, "unit.pollution"
  4, 4, "unit.fallout"

  5, 0, "unit.goto"
  5, 1, "unit.convert"
  5, 2, "unit.auto_explore"


}
Transform changed from 'O' to 'T'
Fallout changed from 'N' to 'F'
Exact placement of many changed by a couple pixels to center them.
Edit: Single pixel edit to 'fort' graphic (shading)
Edit: Resized 'connect' to match 'autosettler'
Edit: Resized 'stack' to not overlap shield as much, made more symmetrical
Edit: Changed code to be 2.5 version of spec file
Edit2: Added shading to the yellow to better match existing icons.

Also, playing with a thesaurus, I think 'outpost' would probably be the best name for what's currently 'fort' (The protofortress). It's a common English word with a clear, proper meaning.

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

Posted: Mon Feb 16, 2015 11:03 pm
by JTN
Thank you! I much prefer these.

I'm inclined to put these in 2.5.0 to replace what we already have.

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

Posted: Mon Feb 16, 2015 11:23 pm
by JTN
GriffonSpade wrote:Transform changed from 'O' to 'T'
Fallout changed from 'N' to 'F'
I'm inclined not to take these changes, though.
The second one particularly seems likely to confuse experienced players so soon after removing F=fortifying/fortress.
GriffonSpade wrote:Also, playing with a thesaurus, I think 'outpost' would probably be the best name for what's currently 'fort' (The protofortress). It's a common English word with a clear, proper meaning.
Mm, seems a bit generic to me.
How about "Camp"?
(For tilesets I think we can still change this before 2.5.0, as fort graphics were added since 2.5.0-beta2 so probably no rulesets are using them yet.)

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

Posted: Tue Feb 17, 2015 12:48 am
by GriffonSpade
JTN wrote:
GriffonSpade wrote:Transform changed from 'O' to 'T'
Fallout changed from 'N' to 'F'
I'm inclined not to take these changes, though.
The second one particularly seems likely to confuse experienced players so soon after removing F=fortifying/fortress.
Reverted.
activities.png
JTN wrote:
GriffonSpade wrote:Also, playing with a thesaurus, I think 'outpost' would probably be the best name for what's currently 'fort' (The protofortress). It's a common English word with a clear, proper meaning.
Mm, seems a bit generic to me.
How about "Camp"?
(For tilesets I think we can still change this before 2.5.0, as fort graphics were added since 2.5.0-beta2 so probably no rulesets are using them yet.)
I thought camp or encampment at first too, but that's something soldiers set up every night and break down every morning before marching, isn't it?
And generic isn't necessarily a bad thing. Outpost is generally used for a location that is only lightly inhabited or defended, often with temporary or haphazard defenses. Which makes sense as it's an in-between for making a fortress. The former probably comes from even nonmilitary trading outposts (For fur trappers or such) having to have defensive palisades and emplacements to protect them from raiders and whatnot.

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

Posted: Tue Feb 17, 2015 7:35 am
by cazfi
JTN wrote:I'm inclined to put these in 2.5.0 to replace what we already have.
Yes, these definitely make a difference in usability. Will you handle them? Schedule before RC1 might be too tight for me.

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

Posted: Wed Feb 18, 2015 11:38 pm
by GriffonSpade
tiles.spec
(4.71 KiB) Downloaded 1467 times
tiles.png
A 2.5 reorganized, bordered, composite version of tiles. Has 4 grids in the spec (main, unicost, activities, and nuke) that can be broken into separate files extremely easily. I'm assuming the 'nuke' grid is likely going the way of the dinosaurs in 2.6? Because it's not used anymore AFAIK.