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Editing Graphics
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Latest revision | Your text | ||
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{{Quality|Unrated}}{{av}} | {{Quality|Unrated}}{{av}} | ||
− | [[File:graphics_v50_preview.png| | + | [[File:graphics_v50_preview.png|219px|right]] |
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}} | :{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}} | ||
:{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}} | :{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}} | ||
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Known issues: | Known issues: | ||
− | * Currently it is only recommended to use <code>[TILE_DIM:32:32]</code> as only the upper left | + | * Currently it is only recommended to use <code>[TILE_DIM:32:32]</code> as only the upper left 32x32 pixels are displayed on tiles defined larger, and smaller tiles are displayed starting from the upper left of each in-game square (individually by tile with large graphics) rather than centered and bottom justified as might be expected. |
* It is important that the <code>[PAGE_DIM_PIXELS:<x dim>:<y dim>]</code> matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop. | * It is important that the <code>[PAGE_DIM_PIXELS:<x dim>:<y dim>]</code> matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop. | ||
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== Creature Graphics == | == Creature Graphics == | ||
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* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent. | * ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent. | ||
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page. | * ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page. | ||
− | * ''x position'': The x position of the graphic to be displayed in tiles counting from 0 ( | + | * ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right). |
− | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 ( | + | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom). |
* ''color type'': (optional) Uncertain function, frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}} | * ''color type'': (optional) Uncertain function, frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}} | ||
* ''[[Graphics_token#Basic_Conditions|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed. | * ''[[Graphics_token#Basic_Conditions|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed. | ||
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=== Caste Graphics === | === Caste Graphics === | ||
− | Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females | + | Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females of a creature with different images. |
[CREATURE_CASTE_GRAPHICS:<creature id>:<caste id>] | [CREATURE_CASTE_GRAPHICS:<creature id>:<caste id>] | ||
[<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>] | [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>] | ||
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* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined. | * ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined. | ||
* All other parameters are identical to [[#Basic Graphics|basic graphics]]. | * All other parameters are identical to [[#Basic Graphics|basic graphics]]. | ||
+ | |||
+ | Creature caste graphics only accept <code>MALE</code> and <code>FEMALE</code> as caste id's even in creatures that have more than two castes. | ||
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=== Large Graphics === | === Large Graphics === | ||
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* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent. | * ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent. | ||
− | * ''[[Graphics_token# | + | * ''[[Graphics_token#Basic_Conditions|condition]]'': The condition the creature needs to be in for this set of layers to be displayed. |
Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format: | Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format: | ||
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[<layer condition(s)>] | [<layer condition(s)>] | ||
− | * ''layer name'': The internal name of the layer | + | * ''layer name'': The internal name of the layer. No known function at this time, but using a descriptive label is recommended. |
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page. | * ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page. | ||
− | * ''x position'': The x position of the graphic to be displayed in tiles counting from 0 ( | + | * ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right). |
− | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 ( | + | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom). |
* ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces <x position>:<y position>. | * ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces <x position>:<y position>. | ||
* ''color type'': (optional) Uncertain function, frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}} | * ''color type'': (optional) Uncertain function, frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}} | ||
* ''[[Graphics_token#Layered_Conditions|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers. | * ''[[Graphics_token#Layered_Conditions|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers. | ||
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=== Forgotten Beast Graphics === | === Forgotten Beast Graphics === | ||
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== Item Graphics == | == Item Graphics == | ||
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. | Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. | ||
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* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page. | * ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page. | ||
− | * ''x position'': The x position of the graphic to be displayed in tiles counting from 0 ( | + | * ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right). |
− | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 ( | + | * ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom). |
− | * ''graphic id'': The | + | * ''graphic id'': The Graphic ID of the world map tile the graphics represent. |
* ''variation {1 - 5}'': For Graphic IDs that allow variants. | * ''variation {1 - 5}'': For Graphic IDs that allow variants. | ||
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= Classic Graphics = | = Classic Graphics = | ||
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The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. 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]]). | The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. 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 | + | 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; bags use the same tile as the symbol for "male"; and 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. |
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. |