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Post by Cory Trese on May 16, 2016 11:47:20 GMT -5
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Post by En1gma on May 16, 2016 12:43:05 GMT -5
I have been advocating for a new tile set for AGES-- I absolutely freaking LOOOOOVE this, and I hope that something like this could be implemented-- what an amazing upgrade...
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Post by fallen on May 16, 2016 16:16:18 GMT -5
I have been advocating for a new tile set for AGES-- I absolutely freaking LOOOOOVE this, and I hope that something like this could be implemented-- what an amazing upgrade... You can download his mod directly in the thread!
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Post by En1gma on May 16, 2016 16:26:19 GMT -5
I play so little on steam... We'll see-- I wouldn't even know how to use the mod anyway, there's that
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Post by fallen on May 16, 2016 16:27:49 GMT -5
I play so little on steam... We'll see-- I wouldn't even know how to use the mod anyway, there's that Just dropping the files you download over the files in place on your desktop or device. Pretty awesome to see someone modding the game!
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Post by John Robinson on May 16, 2016 18:37:45 GMT -5
Cory Trese , fallen The screen shots of the re-skins look really great. I was a little confused. Do the new skins only work for Episode-1 and Episode-2, or do the changes go all the way through EP4 ? I'm running a level 35 boost-in group right now in CoD, will I see the changes there if I install the new skins? Thanks
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Post by Cory Trese on May 16, 2016 18:39:19 GMT -5
I don't really know, I haven't tested the mod myself. Probably only impacts certain maps, I don't think he updated all of the tilesets, to do so would probably be very time consuming.
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Post by fallen on May 16, 2016 21:09:34 GMT -5
Cory Trese , fallen The screen shots of the re-skins look really great. I was a little confused. Do the new skins only work for Episode-1 and Episode-2, or do the changes go all the way through EP4 ? I'm running a level 35 boost-in group right now in CoD, will I see the changes there if I install the new skins? Thanks It is a user created mod. I am not sure, as like Cory Trese, I haven't tested it myself. My guess would be that it runs through the entire game, as the map tilesets are shared.
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mg979
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Post by mg979 on May 19, 2016 8:56:02 GMT -5
Hello all, I just wanted to say that the files (it's just 1 file for now depending on the version you choose) are not Steam-only, they go in the \maps subdirectory (if you don't use Steam you may want to make a backup of the original file). Also, for those who downloaded this some days ago, the first time I didn't convert the pics in 8bit colours as the originals are, this made the game noticeably slower than normal, especially in menus. Now they are 8bit colours, so they work very well in my game. I will make also the other background images soon (I won't change all tiles so it will be fast). I like the results for now, except maybe grass (it could be better, but I have to look for a new texture and maybe add some, ehm, underground flowers). I hope you like the new tiles. If somebody thinks that he can come with something better, I can put a link to the file with all the selection masks (I've been using Gimp), so that you can test new stuff in minutes.
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Post by fallen on May 19, 2016 9:09:56 GMT -5
mg979 - great work and welcome to the forum! You've got some fans here
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mg979
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Post by mg979 on May 19, 2016 9:18:21 GMT -5
mg979 - great work and welcome to the forum! You've got some fans here Well thanks . Maybe tomorrow I will make the other tilesets (now I'm not at home and I can't touch anything, but it shouldn't take too long).
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Post by anrdaemon on May 19, 2016 10:26:41 GMT -5
Cave floor is too smooth in both variants. Even worse than bridge floors - can't count tiles. And on a first set, the trap is hardly visible. The grass looks like one big texturing artifact. May be it looks better on very high DPI screens, or that is a problem of JPEG compression, I don't know.
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mg979
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Post by mg979 on May 19, 2016 11:41:21 GMT -5
Cave floor is too smooth in both variants. Even worse than bridge floors - can't count tiles. And on a first set, the trap is hardly visible. The grass looks like one big texturing artifact. May be it looks better on very high DPI screens, or that is a problem of JPEG compression, I don't know. The pics were still RGB and not 8bit, I was sure I had updated the file (now it is). At 8bit they aren't as smooth. But maybe you mean that tiles blend too much with each other. This was intentional but it's true that it's more difficult to count tiles. I'll try to improve this. You can maybe post an example of how you would like to look, more ore less (if you find any). One kind of trap is harder to spot, but it also depends on zoom level, I could spot them with good zoom. But I'll make them a bit more visible (they are hard to spot also in the original). Grass needs improvement. Being the squares 64x64, I don't think it's a DPI problem, I think it was RGB colors, at 8bit they look sharper.
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Post by fallen on May 19, 2016 12:22:06 GMT -5
The pics were still RGB and not 8bit, I was sure I had updated the file (now it is). At 8bit they aren't as smooth. But maybe you mean that tiles blend too much with each other. This was intentional but it's true that it's more difficult to count tiles. I'll try to improve this. You can maybe post an example of how you would like to look, more ore less (if you find any). One kind of trap is harder to spot, but it also depends on zoom level, I could spot them with good zoom. But I'll make them a bit more visible (they are hard to spot also in the original). Grass needs improvement. Being the squares 64x64, I don't think it's a DPI problem, I think it was RGB colors, at 8bit they look sharper. You're doing great work! Definitely +1
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mg979
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Post by mg979 on May 21, 2016 8:40:00 GMT -5
I updated a bit the file, you'll find it in the same Steam thread. Changes are:
- restored original grass, but made it seamless, and added some shadows to it - added a variant with grid for both cave floor types - made one hidden trap more visible - added files for all episodes, but only for cave floor type 1 and without grid (I'll make the other ones later)
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