[project] Tileset repair

Discussion about topics that don't fit elsewhere.
Lightman
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Joined: Thu Jun 07, 2012 7:55 pm

Re: [project] Tiles set repair

Post by Lightman »

Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: [project] Tiles set repair

Post by Lightman »

The data is on the second tab at the bottom. If you download it, you can see it in Excel. It still has the database reading macros in.
Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: [project] Tiles set repair

Post by Lightman »

This is an Excel data read for the graphics database you suggested. It can be used to cross-reference the monsters.



https://drive.google.com/open?id=0Bxlp3 ... WdrbzdqUTA


Some of the monsters are correct, others have moved to different monster numbers.
About 500 existing monsters have no entry in your bitmap database.
I haven't checked the object numbers and terrain numbers (yet).
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tangar
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Re: [project] Tiles set repair

Post by tangar »

Lightman, great job! %) You made really important steps there and we become closer to our goal! But we still need compilation of client with tiles :cry:
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
Lightman
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Re: [project] Tiles set repair

Post by Lightman »

If compilation of a client with tiles turns out to be impossible, we could still get pseudo graphics using the full (0-255) character range. There is a bug that prevent this working properly at the moment, but fixing it may be easier than going with graphics.

This would make your 21X32T.FON look really cool with over 150 sprites. 150 sprites is enough to cover basically all the objects and terrain, which can also be recolored if you like. The monsters could stay as letters, and this would be less confusing anyway. Maybe do enough monster sprites for each unique monster to share a font with similar unique monsters.
Lightman
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Joined: Thu Jun 07, 2012 7:55 pm

Re: [project] Tiles set repair

Post by Lightman »

If anyone can explain the k_info headers I can upload a k_info Excel spreadsheet.

The headers will look something like this:

# N: serial number : item name
# G: symbol : color
# I:hard to tell:something:whatever
# W: depth? : rarity? : weight? : dunno
# A:not sure
# D: Description

I was trying to sort out the "not sure"s and "dunno"s etc
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tokariew
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Re: [project] Tiles set repair

Post by tokariew »

# I: used to summon item with /wish command as administrator
#P: damage/ac/other bonuses (on weapons, armour, some pots/food)
#W: depth: rarity: weight x10:base price
A: not idea
img {
max-width: 100%;
}
https://tokariew.xyz
Lightman
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Re: [project] Tiles set repair

Post by Lightman »

Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: [project] Tiles set repair

Post by Lightman »

Data tab is the 2nd one at the bottom of the sheet.
Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: [project] Tiles set repair

Post by Lightman »

Excel is interpreting some #p data as a date. Should be able to reformat that column though.
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