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3163 Upload: Graphics feature have not tried 2011-01-06 19:23 2014-12-08 07:41
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0003163: New tree tile.
A made a new tree tile since the current looks a little too two-dimentional. My tree is to the left and the current tree is to the right. Will do variations if you want it.
related to 0005869closed  New tree tiles 
related to 0005390closed KiloByte Flora and tree tiles 
png file icon tree_mockup.png [^] (80,333 bytes) 2011-01-06 19:23


png file icon tree.png [^] (981 bytes) 2011-01-06 19:24


png file icon forest_mockup.png [^] (236,064 bytes) 2011-01-10 22:17
tgz file icon trees.tgz [^] (21,278 bytes) 2011-01-10 22:18
txt file icon tree_code.txt [^] (358 bytes) 2011-01-10 22:19 [Show Content]
png file icon dungeon_trees.png [^] (208,827 bytes) 2011-01-10 23:56
png file icon dungeon_trees_with_bush.png [^] (225,550 bytes) 2011-01-11 00:29
png file icon trees_more_variation.png [^] (292,634 bytes) 2011-01-11 14:29
tgz file icon tree_more_variation.tgz [^] (31,588 bytes) 2011-10-22 21:47
Issue History
2011-01-06 19:23 co New Issue
2011-01-06 19:23 co File Added: tree_mockup.png
2011-01-06 19:24 co File Added: tree.png
2011-01-06 19:41 coolio Note Added: 0010269
2011-01-06 19:41 coolio Note Edited: 0010269
2011-01-06 19:50 co Note Added: 0010270
2011-01-10 22:17 co File Added: forest_mockup.png
2011-01-10 22:18 co File Added: trees.tgz
2011-01-10 22:19 co File Added: tree_code.txt
2011-01-10 22:29 co Note Added: 0010350
2011-01-10 22:32 co Note Edited: 0010350
2011-01-10 22:33 co Note Edited: 0010350
2011-01-10 22:51 KiloByte Note Added: 0010351
2011-01-10 22:58 co Note Added: 0010352
2011-01-10 23:38 due Note Added: 0010353
2011-01-10 23:55 KiloByte Note Added: 0010354
2011-01-10 23:56 co File Added: dungeon_trees.png
2011-01-11 00:11 co Note Added: 0010355
2011-01-11 00:12 coolio Note Added: 0010356
2011-01-11 00:29 co Note Added: 0010358
2011-01-11 00:29 co File Added: dungeon_trees_with_bush.png
2011-01-11 00:32 co Note Edited: 0010355
2011-01-11 00:32 co Note Edited: 0010355
2011-01-11 09:22 jpeg Note Added: 0010368
2011-01-11 09:24 jpeg Note Edited: 0010368
2011-01-11 09:32 co Note Added: 0010371
2011-01-11 11:54 jpeg Note Added: 0010375
2011-01-11 12:03 co Note Added: 0010376
2011-01-11 12:04 co Note Edited: 0010371
2011-01-11 14:29 co File Added: trees_more_variation.png
2011-01-11 14:33 co Note Added: 0010384
2011-01-11 14:34 co Note Edited: 0010384
2011-01-11 14:35 co Note Edited: 0010384
2011-02-15 22:28 Curio Note Added: 0011162
2011-02-15 22:29 Curio Issue Monitored: Curio
2011-02-15 22:35 co Note Added: 0011163
2011-02-15 22:36 co Note Edited: 0011163
2011-02-15 22:40 co Note Edited: 0011163
2011-02-15 22:41 co Note Edited: 0011163
2011-02-15 22:44 co Note Edited: 0011163
2011-02-16 21:51 jpeg Note Added: 0011188
2011-02-16 22:33 co Note Added: 0011190
2011-02-18 14:31 jpeg Note Added: 0011211
2011-02-18 15:00 co Note Added: 0011212
2011-04-19 18:31 Curio Note Added: 0012697
2011-10-22 20:34 evktalo Status new => assigned
2011-10-22 20:34 evktalo Assigned To => evktalo
2011-10-22 21:47 co File Added: tree_more_variation.tgz
2011-10-22 21:50 co Note Added: 0015486
2012-02-15 13:14 evktalo Assigned To evktalo =>
2012-02-15 13:14 evktalo Status assigned => acknowledged
2012-03-13 01:30 edlothiol Note Added: 0017276
2012-03-13 09:40 co Note Added: 0017280
2012-07-05 17:26 Galefury Relationship added related to 0005869
2012-07-05 17:27 Galefury Relationship added related to 0005390
2014-12-08 07:41 roctavian Note Added: 0028025
2014-12-08 07:41 roctavian Status acknowledged => closed
2014-12-08 07:41 roctavian Resolution open => done
2014-12-08 07:41 roctavian Fixed in Branch => 0.16 development branch

Notes
(0010269)
coolio   
2011-01-06 19:41   
When you're doing variations, can you try what it would look like if the trees were not spaced uniformly in the horizontal plane?

This would help break the grid-feel in heavily forested areas.

EDIT: Assuming that the tile is less than 32x32

(0010270)
co   
2011-01-06 19:50   
Yes, that's an excellent idea, I hadn't thought it thank you! Right now It's 30x30 I belive, but it should be easy to shrink it if necessary.
(0010350)
co   
2011-01-10 22:29   
(edited on: 2011-01-10 22:33)
Made some variations now, there is three different trees each slightly different shape and colored, I also wrote a script which tossed around the trees, generating 8 different version of these three tiles. Making a total of 24 variations for the tree tile. The stuff in tree_code.txt should go in
rltiles/dc-feat.txt if you want to put it in the game.

If you have any idea that would improve the tiles, I'm as always willing to to make improvements. Hope you like them.

Also there's a new mockup.

(0010351)
KiloByte   
2011-01-10 22:51   
The tiles code doesn't expect feature tiles to have a size different than 32x32, it will try to align them somehow (IIRC to the bottom vertically, centered horizontally).

They might be displaced within the 32x32 box by hand, though.
(0010352)
co   
2011-01-10 22:58   
@KiloByte: All the tiles are 32x32 but the trees themselves are slightly smaller, you should have no problem getting this to work. It compiles and runs on my machine. ;)

(the mockup is actually a screenshot)
(0010353)
due   
2011-01-10 23:38   
Ooh, very nice! I was uncertain about how offsetting was going to look, but I think it's pretty good. Is there any chance you could do a mock-up screenshot outside of Lair? I'm interested to see how they look outside of the grassy ground.
(0010354)
KiloByte   
2011-01-10 23:55   
This does help a bit, but the tiles are all identical. To see any differences, you'd have to look closely under magnification.

I guess we'd have to produce actually different trees... but even writing a whole procedural generator shouldn't be that hard. Would probably be an overkill, though, as it'd be enough to have just several trees which can be made by hand.


Thus: let's keep your idea of having trees not aligned exactly, but to look good, they'd have to actually differ.
(0010355)
co   
2011-01-11 00:11   
(edited on: 2011-01-11 00:32)
@bookofjude:sure, uploaded new mockup/screenshot. This is the vault with the most tree tiles that I could find.

@KiloByte: The problem with making them too different is that it would make it obvious that there is in fact just three trees, and that would make it look horrible IMHO. Thats why I just changed them very lightly, I have disagree that they look too much alike.
Of course if anyone wrote procedural generator that could generate many good looking trees that would be the be awesome, I'm not however up for the task. :)

(0010356)
coolio   
2011-01-11 00:12   
Would it be possible to have tiles smaller than 32x32 and have the game display them with the offset (maybe even mirrored if it works with the shading) - that way you could have a lot of variation with only a few tiles.

Secondly, the new trees look good but I noticed they resemble the tile for bushes a lot. It'd be nice if co could upload a screenshot with both bushes and the new trees.
However, I do like the new trees and personally I'd rather see the old bush tile go (they could use some variation too, imo) than keep on using the old trees.
(0010358)
co   
2011-01-11 00:29   
@coolio: there already are 8 diffrent tiles for each tree. If automatic offset where implemented (while useful) would not make the trees look more differentiated it would just mean less tiles on git. shading does not allow mirroring.

Yeah noticed that about the bush too, I'm thinking of making a new tile for bushes (and also lair floor tiles). [uploading file you requested]
(0010368)
jpeg   
2011-01-11 09:22   
(edited on: 2011-01-11 09:24)
I think the differences are too subtle. I had a look at the mockup and thought, "But they all look the same!" Then I had a second look, and still thought the same. Staring further, I eventually became aware of the pixel shifts and thought, "Wait, there seems to be a bug in aligning them properly..." And then it finally clicked with me that that was supposed to be the point.

In short, I'd like the differences to be more noticeable: differentiate them by colour some more, use slightly more different shapes (more ovalish than round, for example), and instead of having them jump around by pixels, might be nice to have them all rooted in roughly the same spot, but be of different size and angling. If that makes any sense.

Oh, and I really like the new base design!

(0010371)
co   
2011-01-11 09:32   
(edited on: 2011-01-11 12:04)
I'm not too sure about making them differ more, we have to remember that these trees will be heavy used like the wall and floor tiles, it wouldn't be good if you could easily identify the three trees.

But since both jpeg and KiloByte agrees, I guess I'll give it another shot. I'll be back later with another mockup.

(0010375)
jpeg   
2011-01-11 11:54   
@co: I know what you mean, but same as we have floor and wall tiles with subtle variations, we also have those that stand out (torches, banners). While I agree that mixing completely different tree types randomly would look odd, we can assign weights to make the more unusual variants appear rarely. It would even be possible to use the same set of tree tiles under different weight distributions and thus create different-looking forests to be used in vaults.
(0010376)
co   
2011-01-11 12:03   
@jpeg: Yeah, That's right! Its a great idea, I'll do some variations that'll stick out, too.
(0010384)
co   
2011-01-11 14:33   
(edited on: 2011-01-11 14:35)
I tweaked the colors of the 24 old tree tiles and added 8 more unique, rare tree tiles. New mockup is up, in the picture one tree in four is a rare tree.
Tell me what you think.

(0011162)
Curio   
2011-02-15 22:28   
Why this trees not in the trunk yet? They huge improvement over old ones
(0011163)
co   
2011-02-15 22:35   
(edited on: 2011-02-15 22:44)
@Curio: haha, yeah I agree. :D

I spent quite some time on these tiles and I would love to see them in-game, unless there still is something you would like me to add or fix.

EDIT: the tgz thats up are of old tiles, i don't upload them! Tell me if you're satisfied with the latest mockup. I'll make a new pack when we agree on which version we want.

(0011188)
jpeg   
2011-02-16 21:51   
I still don't think there's any pointing to shifting tiles by a pixel or two because it's too subtle a change for the player to notice. trees_more_variation.png looks nice though, with trees of different size, shape and coloration.
(0011190)
co   
2011-02-16 22:33   
When you play and move in a heavily forested area you will clearly see if the trees are on the same place or not (if they are on exactly the same place it will look like the tree simply transforms). So i think the effect is significant.
 
But I agree that it would mean a lot of extra tiles for a minor detail. Right now we've got 3*8 of the common tiles (the variations are: up, down, left, right, up-right, up-left, down-right, down-left). I think we would achieve the same effect with just the corner variants (hope this makes any sense).
 
this would cut the number of common tiles by half. The total tiles would be:
4*3 + 8 = 20.
 
However I'm totally okay if you don't want the shifted variations, it would still look awesome. :)
That would mean 1*3 + 8 = 11 different tiles.
(0011211)
jpeg   
2011-02-18 14:31   
I'm confused. If you're saying that trees.tgz is outdated, then where are the tiles you are talking about. Where does the +8 come from?
(0011212)
co   
2011-02-18 15:00   
The tiles are on my hard drive, I'm lazy and won't make a new tgz every time I make a revision, instead I make a new mockup and once we are satisfied I'll upload a tgz containing the final version of the tiles. The +8 are the eight unique tree tiles I mentioned earlier.

Right now there is two "groups" of tree tiles:

First off is the three common tree tiles, these looks a lot alike, and has been tossed around in the later mockups (these are the ones with many variations).

The second group is the rarer tree tiles, they look a little more unique. There are 8 of these and they are only visible in the latest mockup. They are not present in the uploaded tgz (As it was uploaded before these tiles existed).
Even though they have an unique appearance I didn't want them to stick out too much, so they are still quite similar to the rest of the trees.

I hope this'll clear things up.
(0012697)
Curio   
2011-04-19 18:31   
I compliment co's work on trees and gladly see it ingame
(0015486)
co   
2011-10-22 21:50   
I see the issue has been assigned, tree_more_variation.tgz is the latest version of the trees. They are the same as seen in the latest mockup. If you want me to fix anything let me know.
(0017276)
edlothiol   
2012-03-13 01:30   
So, I've integrated the tiles and tried them out. They're in a branch for now (heh).

Walking in a big forest feels a bit... wobbly with them, but I suppose that's unavoidable if we want the variation.

Also, there are a few tree variants that now look inconsistent. The recoloured tiles I can probably do myself, but do you want to make similar changes to the mangroves or dead trees?

Lastly, I'm a bit concerned about how they look besides a bush, although that's more a problem with the bush tile (which I really don't like).
(0017280)
co   
2012-03-13 09:40   
Great, Thanks!

It was my plan to do the other variations of trees and a new bush, when this got accepted. However I'm quite busy at the moment probably won't be able to do it in a couple of months.

Therefore I invite other pixel artists to do the work, if they feel like it.
(0028025)
roctavian   
2014-12-08 07:41   
Unlikely to use these; may as well be a closed issue at this point.