Lemmings Forums

NeoLemmix => NeoLemmix Styles => Topic started by: mobius on November 19, 2017, 03:07:05 AM

Title: graphic set additions
Post by: mobius on November 19, 2017, 03:07:05 AM
Because the new format allows for super-easy graphic set alteration and I often seem to run into issues where when making levels I need a piece that doesn't exist and I create it: Here is a topic where I may occasionally pop in to add new tiles to existing sets. If it's an original set I'll just post; if it's a set by somebody else I'll ask first.

#1: a diagonal thin bar for the original hellfire set. Put this in Neolemmix/styles/orig_fire/terrain

this was removed because it was faulty; please see later post with a corrected version.
Title: Re: graphic set additions
Post by: Nepster on November 19, 2017, 09:47:40 AM
This piece will be added as "bars_diag_01.png" to the "orig_fire" style in the next update. If you already downloaded this piece yourself, please rename it yourself.
Title: Re: graphic set additions
Post by: mobius on November 26, 2017, 08:12:36 PM
a diagonal wooden piece for the pillar set. (Because I didn't care for how the L2 diagonal pieces lined up).
Title: Re: graphic set additions
Post by: mobius on December 10, 2017, 04:09:00 PM
I finally got around to fixing the diagonal bar for fire: this piece should not have any transparency or nonsense.

I'll work on the others next

the diagonal wooden piece shouldn't have any problems: I drew this one myself in paint; I didn't use GIMP like the other one.
Title: Re: graphic set additions
Post by: Kingshadow3 on December 18, 2017, 04:33:31 PM
I made a teleporter and receiver object for the ohno_brick style just for fun.

Simply put these in Neolemmix/styles/ohno_brick/objects
Title: Re: graphic set additions
Post by: Nepster on December 19, 2017, 05:28:52 PM
Thanks a lot. I looks very nice. :thumbsup: Unfortunately in the flipping teleporter thread (https://www.lemmingsforums.net/index.php?topic=3524.0) we found two general problems: It is usually not clear enough which object is the teleporter and which the receiver and secondly it is hard to tell whether a teleporter is flipped (and thus inverts the lemming direction). As a solution, we decided to add to all teleporters a sign "IN" and to all receivers a sign "OUT". It would be great if you could change your sprites in that regard. :)
And I am very sorry for not properly communication this before, but I kind of forgot about this issue. At least we now have a proper thread for this (https://www.lemmingsforums.net/index.php?topic=3630.0) thanks to IchoTolot.

PS: On the positive side, with the help of IchoTolot I managed to find and fix your editor crashes. If you download the current version 1.5 this bug will be gone.
Title: Re: graphic set additions
Post by: mobius on December 20, 2017, 02:20:00 AM
more original additions; this time some smaller blocks for marble.
Title: Re: graphic set additions
Post by: Kingshadow3 on December 24, 2017, 12:51:09 AM
Thanks a lot. I looks very nice. :thumbsup: Unfortunately in the flipping teleporter thread (https://www.lemmingsforums.net/index.php?topic=3524.0) we found two general problems: It is usually not clear enough which object is the teleporter and which the receiver and secondly it is hard to tell whether a teleporter is flipped (and thus inverts the lemming direction). As a solution, we decided to add to all teleporters a sign "IN" and to all receivers a sign "OUT". It would be great if you could change your sprites in that regard. :)

I've updated the Teleporter and Receiver sprites to have "IN" and "OUT" signs. The objects are made taller so the Trigger_Y in the nxmo files have been altered to offset this.
Title: Re: graphic set additions
Post by: mobius on December 28, 2017, 01:46:33 AM
a new blue horizontal brick for fire set. (much like Cheapo had)
Title: Re: graphic set additions
Post by: Nepster on January 20, 2018, 09:21:05 AM
I just added möbius's three bricks and Kingshadow3's teleporter/receiver to the styles. They will be released with the next update.
Title: Re: graphic set additions
Post by: GigaLem on May 03, 2018, 04:56:08 AM
If anyone doesn't mind, I'll be moving this to "Neolemmix Graphic sets" If requested I'll pin the topic as well ;)

Edit: Nevermind, I forget I don't have mod permissions in Neolemmix main. just the levels and graphic sets XwX

Moved this topic for you GigaLem ;) - Flopsy

Title: Re: graphic set additions
Post by: Flopsy on May 03, 2018, 09:35:11 AM
Should probably add here as well that GigaLem has made custom trapdoors, exits and backgrounds for all the Sonic tilesets including the unreleased Death Egg tileset.
He also made a locked exit and unlock switch for Sandopolis Zone.

I'll credit all the other contributors as well in the main Sonic tileset topic when they get released :)

I'm currently in the process of submitting them to Nepster to be included in the next update.


On the subject of Stickied topics, I say try not to have too many because it makes the forum look a bit untidy, I'd say no more than 5 topics stickied per forum but even 5 is pushing the limit a bit :)
Title: Re: graphic set additions
Post by: Proxima on May 03, 2018, 12:30:44 PM
Two pieces for ONML Brick.

blocks_03 is a single small block from the blocks_01 piece so you don't have to layer eraser pieces to get a single block.

crate_small is what you'd expect, a shrunk version of the "crate" tile.
Title: Re: graphic set additions
Post by: Strato Incendus on June 15, 2018, 09:43:28 AM
Just saw this cover of the L2 Medieval theme; there this graphic set also has an image background, like some forum members created them for Fire, Marble, Crystal, and Pillar.

https://youtu.be/q8mmjHcWiSI

Is that a version of Lemmings 2 for a different engine? Anyways, thought that's something I could look into - bestowing such backgrounds to all of the L2 graphic sets.

I guess the procedure to go by is to simply create a level of 320x160 pixels without any objects, export it as .png, and make it a little bit darker, e.g. with the Hue/Saturation tool in Photoshop?
Title: Re: graphic set additions
Post by: IchoTolot on June 15, 2018, 11:14:12 AM
Just saw this cover of the L2 Medieval theme; there this graphic set also has an image background, like some forum members created them for Fire, Marble, Crystal, and Pillar.

https://youtu.be/q8mmjHcWiSI

Is that a version of Lemmings 2 for a different engine? Anyways, thought that's something I could look into - bestowing such backgrounds to all of the L2 graphic sets.

I guess the procedure to go by is to simply create a level of 320x160 pixels without any objects, export it as .png, and make it a little bit darker, e.g. with the Hue/Saturation tool in Photoshop?

I think that's the SNES version. It's a poor port though as many traps and mechanics are missing.

That music track you linked,  I asked for permission to use it in Reunion when it first came out years ago. Since then it was one of the castle tracks in there.

When you are going to make backgrounds they can be added to the list of usable backgrounds in NL.
Title: Re: graphic set additions
Post by: Strato Incendus on June 15, 2018, 12:36:19 PM
I just did Medieval this morning; I'm going to attach it here as soon as I'm back home! :)

I also created a blank purple background though, so that it is possible to switch back to the original Medieval background with ease. That's something missing from the original graphic sets with background; although it's less dramatic when the regular background is pitch black - you can simply switch to a different main tileset. The magenta shade of the Medieval set is unique, however.

Sports, Highland, Polar, and Outdoor should also work. Shadow and Beach already have lots of no effect-objects that can be used to customise the background. I'm not sure about Space and Circus yet.

For the ONML graphic sets, I think namida already did a version of the Brick tileset with a complete brick wall as the background? I occasionally see that one popping up in LP videos.

I'd also recommend another background for the Dirt tileset, since the current Hunt the Nessy background is very limited in applicability ;) .
Title: Re: graphic set additions
Post by: IchoTolot on June 15, 2018, 12:56:02 PM
I also created a blank purple background though, so that it is possible to switch back to the original Medieval background with ease. That's something missing from the original graphic sets with background; although it's less dramatic when the regular background is pitch black - you can simply switch to a different main tileset. The magenta shade of the Medieval set is unique, however.

You don't need that actually.

In the editor simply choosing the medieval style as the main level theme activates the purple background.  After that you can lay a custom bg over it and/or choosing tiles from different tilesets.

The thing your custom bgs can have is a purple and a black bg version of them, so players can choose. Switching back to standard purple is simply made by deselecting the custom bg while having medieval as your main theme selected.

I am talking about the new editor here of course.
Title: Re: graphic set additions
Post by: Strato Incendus on June 15, 2018, 04:20:00 PM
Quote
I am talking about the new editor here of course.

Which, you probably guessed, I am not using, which is why I created both ;) .
Title: Re: graphic set additions
Post by: Strato Incendus on June 15, 2018, 06:58:32 PM
Here are my backgrounds for Medieval and Sports.

For Brick, I just went with namida's modification, a continuous wall:

(https://i.imgur.com/BY0Pip4.png)

For Medieval, I created a little landscape / scenery. This one is therefore more suitable for horizontal levels; actual L2 style levels with vertical scrolling should probably go with the classic purple background, since that's more in flavour for L2-style levels anyway :) .

(https://i.imgur.com/SWBPgPa.png)

The Sports background is a little more random and abstract. It's probably still more suitable for horizontal levels due to the way the elements are placed and partly cut off towards the top and bottom edges. Also, be aware that the regular background for Sports is quite a bright shade of blue / purple, so your levels will look considerably darker when applying this background to them.

(https://i.imgur.com/2WAm8gP.png)

I've also added all the objects collected in this thread thus far to the graphic sets for the old format, in case anyone wants to use them there :) . I know most people have moved to New Formats, so if no-one else is doing maintenance of the old graphic sets with these fancy new objects, I certainly will! :P

Title: Re: graphic set additions
Post by: Strato Incendus on June 27, 2018, 06:58:49 PM
I reuploaded my "Strato's background mods" archive because the teleporters and receivers from the brick tileset were actually still missing trigger areas, i.e. they were not working. Oops, sorry!

As of now, they don't make any sound yet, but they work mechanic-wise.
Title: Re: graphic set additions
Post by: nin10doadict on September 04, 2018, 06:48:16 PM
As I've been working on my next level pack, I've noticed a few glitches with certain tilesets (though maybe these have been fixed and mine are just out of date?)
1. The trigger area for some arrow walls in Tancastle don't match the graphics.
2. The object in Biolab that used to be an anti-splat pad now does nothing because anti-splat pads were removed.

I've changed these tilesets to fix these things myself (changed arrow walls to match graphics, made the old anti-splat pad into an updraft) and built levels around such changes. When releasing my pack, I'd have to include the changed tilesets as well to make the levels work properly. I'm wondering if this is going to cause a problem.
Title: Re: graphic set additions
Post by: Flopsy on September 04, 2018, 09:22:14 PM
As I've been working on my next level pack, I've noticed a few glitches with certain tilesets (though maybe these have been fixed and mine are just out of date?)
1. The trigger area for some arrow walls in Tancastle don't match the graphics.
2. The object in Biolab that used to be an anti-splat pad now does nothing because anti-splat pads were removed.

I've changed these tilesets to fix these things myself (changed arrow walls to match graphics, made the old anti-splat pad into an updraft) and built levels around such changes. When releasing my pack, I'd have to include the changed tilesets as well to make the levels work properly. I'm wondering if this is going to cause a problem.

If they are new format tilesets then I advise you submit the altered tilesets to Nepster for inclusion in the styles download.

If they are old format, I advise you post the updated tilesets in the topic for the relative tileset.


The rule is, if you make any kind of changes then post the update!
Title: Re: graphic set additions
Post by: nin10doadict on September 05, 2018, 02:22:44 AM
Probably a good idea. I'm also creating a sort of miscellaneous tileset that contains pieces that fit with various styles, as well as other custom pieces that don't. I'll put my cat trap in there eventually, for instance. I could just use that for all of the changes instead...
In any case, I'll wait until the pack is closer to release before figuring out what to do with this. It'll be a while yet.
Title: Re: graphic set additions
Post by: Strato Incendus on October 22, 2018, 09:51:35 AM
It looks like my three backgrounds for Brick, Sports, and Medieval are not yet part of the New Formats editor, as well as Proxima's two additions to the Brick tileset (the small red block and the small white crate)? ;)