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− | + | Although commonly referred to as text or "ASCII"-graphics, DF uses a bitmap [[tileset]] with charactes from [[CP437]], displayed in 16 [[Color scheme|colors]]. | |
− | [[ | + | Both, colors and tileset can be changed (see below). In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tileset#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called "character tileset", while the graphic sets are called "object tilesets". |
− | + | ==General Information== | |
− | : | + | ===Tileset=== |
− | + | :''(Main article:[[Tileset]])'' | |
+ | The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 (numbered 0-255) different tiles, corresponding to the [[character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. It must be arranged in a 16x16 grid, but its size is variable. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]). | ||
− | + | As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc). The tile for Bins, up/down stairs and the cursor are the same; and bags use the same tile as the symbol for "male"; the "female" symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well. | |
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− | As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc | ||
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. | Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. | ||
− | + | ===Graphic set=== | |
− | + | :''(Main article:[[Graphic set]])'' | |
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Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature. | Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature. | ||
− | == | + | ==Repositories== |
− | + | The wiki has repositories for [[Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. | |
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− | + | ==Installation== | |
+ | :''(More detailed information is on the [[tileset]] [[graphic set]], and [[color scheme]] pages.)'' | ||
+ | Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various launcher applications that let you install and change graphics automatically. For manual installation of the various components, see here: | ||
− | + | ===Tileset=== | |
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Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset. | Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset. | ||
− | + | ===Creature Graphics=== | |
− | + | Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save, as well (data/save/<your region>/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]] | |
− | Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/<your region>/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]] | + | ===Color Scheme=== |
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Replace colors.txt in data/init with your new colors. | Replace colors.txt in data/init with your new colors. | ||
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===True Type Font=== | ===True Type Font=== | ||
Replace font.ttf in data/art with your new font. | Replace font.ttf in data/art with your new font. | ||
− | + | {{Category| Interface}} | |
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− | {{Category|Interface}} |