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## About The Pull Request As the second half of https://github.com/Bubberstation/Bubberstation/pull/4918, this pr is apart of my effort to comprehensively resprite many common assets to be more cohesive in style and whatnot. The extra tile variations are just thrown in for more mapper freedom. They're not deserving of an entire pr dedicated to them. ## Why It's Good For The Game Skyrat's walls and windows are for the most part ripped from other codebases. While they have done a serviceable job, their implementation is not all encompassing and many variations of the standard walls/windows they intend to replace are simply not accounted for (namely indestructible variants). Not to mention, with walls specifically, what has been implemented is incredibly tedious to modify as they do not use automated icon cutting. Instead, the dmi is manually built and false wall variations are added to them. On top of replacing almost every wall and window tile, walls that were previously bereft of icon smoothing, now have the capability to do said smoothing. Also it's not wallening™. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="2304" height="1600" alt="image" src="https://github.com/user-attachments/assets/94c3ef7b-d754-4754-aac1-4ac36cc81086" /> The tile variations: <img width="1216" height="896" alt="image" src="https://github.com/user-attachments/assets/cbc6707e-5258-4cbc-9a79-befaea5efb4e" /> <details> <summary>Contextual Examples</summary> **Station** <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/98357cc3-0b2b-4da4-b148-0aa8005b7efd" /> <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/bef30efd-ae88-49f3-b706-fe34d1df97a7" /> <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/933786f6-a6f8-4fab-b222-fbcef88a440f" /> **Centcom** <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/7c92c645-4fdb-4e05-91c3-100508fcf0da" /> **Shuttle** <img width="1216" height="896" alt="image" src="https://github.com/user-attachments/assets/3304c842-8bac-40b0-8024-7c6616717331" /> **Plastitanium** <img width="1088" height="576" alt="image" src="https://github.com/user-attachments/assets/cb252aab-b501-4218-bd0d-ab60492676a4" /> <img width="448" height="704" alt="image" src="https://github.com/user-attachments/assets/434bceb2-4884-4d2a-826b-b524ec054a56" /> **Necropolis** <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/aed42870-c4a4-4255-9ff0-7544127469f5" /> **Assorted With Notes** <img width="1216" height="704" alt="image" src="https://github.com/user-attachments/assets/01f826ee-ca4d-44dc-bc9f-9057f71cb9ea" /> Many variations of wall replacements were not previously accounted for. The most immediate one I could think of were the indestructible wooden walls in the Ghost Cafe. <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/1ad067c3-840c-4f78-a24d-b597dfc34743" /> <img width="1216" height="960" alt="image" src="https://github.com/user-attachments/assets/d0f44e35-46fe-4c38-865c-c3421a2c2282" /> The "interior" of many of the wall sprites were kept intentionally flat and dark as to more convincingly sell perspective*. <img width="382" height="318" alt="dreamseeker_Cy4kIapjp6" src="https://github.com/user-attachments/assets/fa5bd972-4a44-4eef-9faf-8992a768f144" /> The standard walls are an exception to this rule as they need to be readily apparent to unscrupulous ne'er-do-wells with mesons. </details> </details> ## Changelog 🆑 Robwo add: Added new variations to small tiles and pod floors image: Almost all of the wall and window sprites have been redone image: The palette of wooden platforms now more closely match wooden floors image: New bronze table sprites fix: Fixed rock wall sprites being incorrectly (un)colored fix: Decal painter now sprays our override decals. /🆑 --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>