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  #441  
Old 06-13-2010, 06:48 PM
Dnegel Dnegel is offline
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This is pretty nice!

It looks as good as the old tileset, but uses less colors.
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  #442  
Old 06-13-2010, 10:46 PM
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Quote:
Originally Posted by DustyPorViva View Post
Well here it is, a clean pics1. Now, this isn't mean to be anything amazingly useful, but more of a base to start with.

See, right before 2k1(and the new Graal client) was released, pics1 got a major reworking. Along with it, lots of new graphics... things like the tree got a new uplift, new signs and so on... but also, a horrible standard in terms of efficiency. For example, the tree image itself uses a lot of colors when it shouldn't have. Also, a lot of circumstantial tiles were added that really were only useful to 2k1. Tons of tiles added just to tile corners of houses and trees that could have easily been fixed with images instead. Either way, pics1 ended up being bloated and full of crap, and even moreso, full of a bunch of ugly tiles no one ever uses.

So what I did was I took pics1 and cleaned out all the stuff you usually wouldn't use on an overworld. Not only does this clean up a lot of wasted colors(I got it from 256 to 210), but opens up a lot of space for you to add your own circumstantial tiles. I know when I make an overworld/server, I add tons of custom tiles to make the levels look nicer, fix a lot of tile errors, and to really open up a lot of possibilities. I suggest everyone else do the same whenever they start an overworld with pics1.

Really, that was a lot of talking just to say I removed a lot of **** from pics1... but it irks me at how poorly the tileset was handled. I may eventually compile all the custom tiles I make into this and post it again, but I dunno... problem is I am always coming up with new tiles and such, so every time I start a new overworld I end up with a different tileset completely(I always end up doing it from scratch).

Just remember, I removed a lot of tiles based on my personal opinion of the tileset, so you may see(or not see) tiles removed that you use, or see tiles that are not gone that you think should have been removed. It doesn't matter, though.
Would it be worth while to make a picso version of pics1?
I think part of the reason pics1 is such a mess is because everything is splattered all over the place (all the water, water/cliff tiles, etc).
Converting it to picso would mean you could group all related tiles together again neatly.
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  #443  
Old 06-13-2010, 11:04 PM
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Originally Posted by Demisis_P2P View Post
Would it be worth while to make a picso version of pics1?
I think part of the reason pics1 is such a mess is because everything is splattered all over the place (all the water, water/cliff tiles, etc).
Converting it to picso would mean you could group all related tiles together again neatly.
I think I asked before and the reasoning was that not all of pics1 would fit into the other format.
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  #444  
Old 06-13-2010, 11:15 PM
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I think I asked before and the reasoning was that not all of pics1 would fit into the other format.
Didn't Stefan implement some dude's idea to make picso infinitely stretchable, as long as you increase it's length by a proportion of it's current length so that the tile type ratios could stay the same?

Or was that all just a dream I had? A fantastic Stefan-dream.
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  #445  
Old 06-13-2010, 11:24 PM
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Quote:
Originally Posted by Demisis_P2P View Post
Didn't Stefan implement some dude's idea to make picso infinitely stretchable, as long as you increase it's length by a proportion of it's current length so that the tile type ratios could stay the same?

Or was that all just a dream I had? A fantastic Stefan-dream.
Nope. He can't, as the hex that the NW format uses maxes out at the current tileset size.

And yes, the problem is the type 0 format(default) is made specifically with the pics1 tileset in mind... and pics1 has A LOT of blocking tiles. Type 1(not picso :P) was made to be more flexible... thus has a lot of non-blocking space. Because of this, you end up with a ton of wasted space for custom tiles and not so much room for all the many blocking tiles pics1 uses.

Either way, converting ends up being a pain in the ass because you end up with a new format... thus it's not easy to convert to it, many classic levelers will not be comfortable with the format, and you lose all the support of predefined tiles.
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  #446  
Old 06-13-2010, 11:31 PM
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Originally Posted by DustyPorViva View Post
Nope. He can't, as the hex that the NW format uses maxes out at the current tileset size.

And yes, the problem is the type 0 format(default) is made specifically with the pics1 tileset in mind... and pics1 has A LOT of blocking tiles. Type 1(not picso :P) was made to be more flexible... thus has a lot of non-blocking space. Because of this, you end up with a ton of wasted space for custom tiles and not so much room for all the many blocking tiles pics1 uses.

Either way, converting ends up being a pain in the ass because you end up with a new format... thus it's not easy to convert to it, many classic levelers will not be comfortable with the format, and you lose all the support of predefined tiles.
Yeah. I went back and found the thread from 3 years ago and it was one of your threads :P
I posted in it on another account that I forgot I had until right now.
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  #447  
Old 06-15-2010, 10:29 AM
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I really wished to be not limited in terms of tileset size...
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  #448  
Old 06-15-2010, 06:31 PM
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I think anyone thats ever fought with pics1 has threatened to 'fix' it. Only Dusty has the patience to attempt it to even this state. My attempts usually ended with Excedrin headache #437.
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  #449  
Old 06-17-2010, 12:13 PM
Dnegel Dnegel is offline
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I really wished to be not limited in terms of tileset size...
This^
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  #450  
Old 08-04-2010, 01:23 AM
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an edit on dustys church wall, with added extras.. (made for houses, all tiles fixed)
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  #451  
Old 08-25-2010, 09:53 AM
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an edit on dustys church wall, with added extras.. (made for houses, all tiles fixed)
Nice, guess I never noticed these before. I really like the swirly wood texture
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  #452  
Old 08-29-2010, 03:24 PM
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  #453  
Old 08-29-2010, 03:33 PM
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that must be a massive 42" computer led screen of about 3500*2200 pixels
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  #454  
Old 08-29-2010, 03:42 PM
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that must be a massive 42" computer led screen of about 3500*2200 pixels
yeah but sadly, there is the BSoD, so I doubt it will work fine
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  #455  
Old 08-29-2010, 06:01 PM
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  #456  
Old 08-29-2010, 06:45 PM
Dnegel Dnegel is offline
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Blue screen! *runs*
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  #457  
Old 10-02-2010, 03:05 PM
Soala Soala is offline
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I've made those for Ruins but well.. I finaly decided to use much more simple ones. Enjoy!


Name:  soala_roadstuff.png
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  #458  
Old 10-02-2010, 03:55 PM
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FYI Dusty, using a bunch of your tiles on Maloria.
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  #459  
Old 10-13-2010, 11:24 PM
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Here are quick icons I've made today for Ruins' chat interface, but I decided to share them too! Feel free to use them for anything, though they are not fully pixeled as I used some AA to make them look smooth.
Name:  ruins_chat-global.png
Views: 2084
Size:  367 Bytes / Name:  ruins_chat-group.png
Views: 2056
Size:  451 Bytes / Name:  ruins_chat-army.png
Views: 2098
Size:  324 Bytes / Name:  ruins_chat-local.png
Views: 2053
Size:  431 Bytes

EDIT: All icons are 16x16. I will eventualy post more in the future

Last edited by Soala; 10-14-2010 at 10:09 PM..
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  #460  
Old 02-22-2011, 04:52 AM
The_Federov The_Federov is offline
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I like the Tiles, The Side walk looks real great.
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  #461  
Old 03-02-2011, 02:37 PM
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I know they might not be super fantastic, but if you want, you're free to use these in replace of the current pics1 tiles.

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  #462  
Old 03-02-2011, 03:02 PM
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that must be a massive 42" computer led screen of about 3500*2200 pixels
???
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  #463  
Old 04-02-2011, 03:42 PM
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does anyone have any spare modern tiles that they never plan on using? i wanna make a zombie minigame.
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  #464  
Old 04-10-2011, 07:22 PM
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zzz...
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  #465  
Old 04-10-2011, 08:43 PM
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  #466  
Old 04-11-2011, 06:03 AM
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zzz...
Very nice, I might play around with these haha
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  #467  
Old 05-04-2011, 01:23 AM
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meh
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  #468  
Old 05-04-2011, 01:30 AM
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That's a very leafy grass you got here, Aeko.
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  #469  
Old 05-04-2011, 02:26 AM
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The entire world actually takes place in the tree tops. The trees in the tileset are just really tall.
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  #470  
Old 05-04-2011, 11:10 AM
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Really kewl Aeko but added some contrast as I thought it lacked some
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  #471  
Old 05-11-2011, 04:44 AM
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nice im loving the plant
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  #472  
Old 05-11-2011, 05:40 AM
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  #473  
Old 06-09-2011, 07:33 PM
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Here ya go, this is all I'm probably going to do for this. As you can see, the ground works with the Graal dirt so you should be able to work it into pics1 tiles quite easily.

Click image for larger version

Name:	minestileset1.png
Views:	887
Size:	43.6 KB
ID:	52987

Screenshot:

Click image for larger version

Name:	graal.png
Views:	929
Size:	148.7 KB
ID:	52988
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  #474  
Old 06-09-2011, 09:22 PM
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  #475  
Old 06-09-2011, 09:33 PM
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damn those tiles would look sick on gk
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  #476  
Old 06-09-2011, 10:07 PM
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I just realized that graal has the weirdest perspective ever >_>
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Old 06-09-2011, 11:09 PM
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Wish I had the patience to do pixelart this is great work Dusty.
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  #478  
Old 06-10-2011, 02:01 AM
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Here, I added more. It pulls it out of the pics1 territory though.

Click image for larger version

Name:	minestileset1.png
Views:	1959
Size:	55.9 KB
ID:	52989
Click image for larger version

Name:	themines.png
Views:	2026
Size:	124.3 KB
ID:	52990
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Old 06-10-2011, 02:15 PM
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Old 06-10-2011, 08:24 PM
Tigairius Tigairius is offline
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Here, I added more. It pulls it out of the pics1 territory though.

Attachment 52989
Attachment 52990
These are quite nice. Good job.
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