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[[Category:Mods]]
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[[Category:Modding]]
 
[[Category:Interface]]
 
[[Category:Interface]]
 
{| align="right"
 
{| align="right"
 
   | __TOC__
 
   | __TOC__
 
   |}
 
   |}
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''
+
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''
 
 
=Download=
 
Note: the snapshot version is out of date.
 
 
 
In addition to the raw images and text data, a snapshot of the actual gfx/char tilesets that I am using is now available at '''[[User:Sphr/gfx_set#Director.27s_Cut|here for download]]'''.  All the files are the actual files I'm using for the game at the time of taking the snapshot, so it should be ready for direct use.
 
 
 
=Read Me=
 
*This section is outdated
 
*I've been sparse with the manual installation instructions, as I assume that the reader knows the basics of fiddling with custom gfx tiles.  The basic instructions are shown on the wiki page on [[tilesets]] as well as in several forum posts by helpful individuals (which should be stickied, or at least have the content copied over to the wiki).  {TODO: put links to forum posts here?} If you really don't feel like putting in the effort, I think there are several nice compilations that are easier to install, which packs the actual BMP and TXT files nicely in an archive which you can just replace the entire raw/graphics in DF directory.
 
 
 
*The text data for the gfx tile pages are usually stored on wiki page of the image itself (just click on a tile page image to see the wiki page for that image).  If you don't know what I'm talking about, go to previous bullet ;)
 
 
 
*If you discovered any problems with the image or the text data, please put it down in the [[User_talk:Sphr/gfx_set|Talk Page]] and I'll fix problems in time.
 
 
 
*Btw, here's an example of my gfx set working with a new tilset, which is based on [[List_of_user_character_sets#SL|SL's tileset]] (based partially off Guybrush and Flying Mage) with lots of modified elements mainly from [[List_of_user_character_sets#Red_Jack|Red Jack]].  I've completely reworked some of the tiles and created some original ones too replace those I can't find one to my liking.  See [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] for link.
 
  
 
=Recent News=
 
=Recent News=
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)
+
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]] : uploaded v1.0 -- 10:55, 10 January 2008 (EST)
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)
+
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons -- 10:21, 5 January 2008 (EST)
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)
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*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0 -- 05:02, 5 January 2008 (EST)
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.
+
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]] : updated to v1.1, fixed an alignment problem for polar bear tiles -- 03:25, 5 January 2008 (EST)
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : updated to v1.1. Corrected the mistake where skeleton and zombie columns are swapped -- 14:08, 26 August 2008 (EDT)
+
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]] : uploaded v1.0 -- 12:50, 4 January 2008 (EST)
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)
 
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.10. Replaced zombies and skeleton and increased tilepage dimension by 2 rows. -- 04:42, 20 August 2008 (EDT)
 
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)
 
*[[User:Sphr/gfx_set#Character_Tileset|Character set]]: updated to v0.4.1. Fixed more engraved wall related problems. Trying out another version of engraved floor.  Last one looks horrible. -- 09:02, 14 August 2008 (EDT)
 
*[[User:Sphr/gfx_set#Character_Tileset|Character set]]: updated to v0.4. Fixed a slight problem with one of the engraved walls among other minor changes. -- 22:05, 13 August 2008 (EDT)
 
*[[User:Sphr/gfx_set#Character_Tileset|Character set]]: updated to v0.3. Mainly fix terrain which are too bright against trees and made bins appear as separate boxes. -- 11:01, 12 August 2008 (EDT)
 
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].
 
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.6. Triggered by a visit from a Human Guild Representative whose tile I was lacking, this round of update includes some nobles/admin and default tiles for generic labor. -- 10:05, 3 August 2008 (EDT)
 
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)
 
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...
 
*Gods... have been missing for almost a month.... some important design work came up which has a tight deadline complicated with some health problems.  I have not been able to do any gfx work (can't even find time to play..... *sob*) but I still have some unreleased creature tiles which I'll try to put up by today (if I can sort it out when I take another break).
 
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)
 
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)
 
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)
 
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]] : updated to v1.1, fixed an alignment problem for polar bear tiles. -- 03:25, 5 January 2008 (EST)
 
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)
 
  
 
=Introduction=
 
=Introduction=
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==What am I up to now?==
 
==What am I up to now?==
*Up to the neck with workStealing a moment to have a little funBut DF's too addictive for a 'little' fun.
+
*Currently, I'm seeing more of the DF world through an adventurer's eyes.  I find that this is the fastest way for me to meet new creatures (usually, I only make creature tiles as I meet them, so that I can tweak them based on in-game view).  Since I've been crawling through a lot of cave missions, I'm meeting lots of cave creatures.  So much so that I am almost in a position to finish off the tilepage for subterranium creaturesOnce I nail down a couple more, I'll finish of the rest of the yet-to-meet creatures in the tilepage and upload the first creature tilepage (for subterranium creatures).
 +
*I've been rethinking over the decision to try to make things DQ v0.94 compatible.  I think I will still try to keep things DQC(Dystopian Qantas compatible), but I will also incorporate some changes that I feel are needed.  Probably, for most tilepages, I will put up a DQC version which DQ users can directly use by replacing the corresponding image file, and my own variant, which will carry the updated organization and text data.
 +
*After I did the skeletons for some animals and proceeded to work with zombies... I found that I'm bad with zombiesSo in the thought of functionality, so that the zombie is not too unrecognizable from the non-zombie variant, I've decided to borrow DR's ideas, of overlaying a "skin" of the original creature over the skeleton of the creature (which is assumed to be aligned), "tear off" some skin and add some blood and goo.  I think I did not do a good job, but it'll have to do for now, given the amount of work yet to be done.  One good side effect of doing this tiles is that I get to see lots of pictures of real animal skeletons.  I only retain the knowledge long enough to do the tiles, but still, it's quite interesting.
  
 
==Acknowledgements==
 
==Acknowledgements==
 
*As many tiles as I've done, there are still so many more tiles to do to make certain tile pages complete.  I'm still using Dystopian Rhetoric tiles myself (those included in DQ) for all those I've not done, as DR is still the most complete set ever (kinda like the MS Arial Unicode among fonts).  Only when I started drawing gfx tiles can I truly appreciate just how big the task must have been for DR to put up a complete gfx set.  Despite the fact that I'm sort of a "competitor" now in some people's perceptions, my aim is first and foremost trying to improve my own game experience (and hopefully others' too, along the way), and being a long time DR gfx tiles user myself, I have nothing less than utmost appreciation for what he'd done. *salutes*
 
*As many tiles as I've done, there are still so many more tiles to do to make certain tile pages complete.  I'm still using Dystopian Rhetoric tiles myself (those included in DQ) for all those I've not done, as DR is still the most complete set ever (kinda like the MS Arial Unicode among fonts).  Only when I started drawing gfx tiles can I truly appreciate just how big the task must have been for DR to put up a complete gfx set.  Despite the fact that I'm sort of a "competitor" now in some people's perceptions, my aim is first and foremost trying to improve my own game experience (and hopefully others' too, along the way), and being a long time DR gfx tiles user myself, I have nothing less than utmost appreciation for what he'd done. *salutes*
*Thought I should place a note here so that it is not forgotten.  The default dwarf tile in my present tilepage for dwarves is a direct descendant of Deep Qantas. DQ is great and good looking, (would have been more so in its native resolution which I think is larger than 16x16). The problem I had with DQ was the low contrast and "blurness" in identifying dwarves of different profession.  So I started with the default dwarf, kept the general posture/shape and color but gave it an overhaul.  Then, I used that as a basis for other professions (many of which borrowed ideas from DQ as well). But dwarves remember and revere their lineage. *salutes*
 
 
*Veryinky well deserves a mention too, for organizing all those gfx tiles in a sensible and modular manner so that it becomes much easier for people (like me) to update/maintain them.  The organization is based on the raw files organization of the original game itself, so correspondence for modders is easier (e.g. if people add new creature raw, they can add new creature gfx without disturbing the rest using the same pattern).  If it isn't for his organization, I think I would never have gotten the motivation to produce more tiles and make them public (under the pressure that one has to make a whole complete set of tiles for all creatures to "publish" them).  *salutes*
 
*Veryinky well deserves a mention too, for organizing all those gfx tiles in a sensible and modular manner so that it becomes much easier for people (like me) to update/maintain them.  The organization is based on the raw files organization of the original game itself, so correspondence for modders is easier (e.g. if people add new creature raw, they can add new creature gfx without disturbing the rest using the same pattern).  If it isn't for his organization, I think I would never have gotten the motivation to produce more tiles and make them public (under the pressure that one has to make a whole complete set of tiles for all creatures to "publish" them).  *salutes*
  
 
=Race Sets=
 
=Race Sets=
Similar to other [[Graphics set repository]], and discussion other items at [[DF2010 Talk:Graphics set repository]].
+
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].
 
==Dwarves==
 
==Dwarves==
''Version 0.11''
+
''Version 0.9.1''
 +
 
 +
v0.9.* is probably as high as the version can be for some time (less minor tweaks) as I have no immediate plans to do the only thing that is left : zombie and skeleton versions of the dwarves, since they aren't really used in the dwarf mode atm.  When I muster the motivation to complete it, that will be the complete version v1.0.
  
 
Notes:  
 
Notes:  
*(v0.11) Updated for DF 0.31.02.  Extended tilepage dimension by 1 row for new medical professions: DOCTOR (0:21), DIAGNOSER (1:21), SURGEON (2:21), BONE_SETTER (3:21), and SUTURER (4:21).
 
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.
 
*(v0.9.2) Added new icons for PRIEST(10:6), HIGH_PRIEST(10:7), SLAVE(7:1) and PRISONER(7:2).  SHOPKEEPER reuses TRADER icon (8:2)
 
 
*in the last column (column 11), Veryinky's Dystopian Qantas (v0.94) lists them from top down as COUNT, COUNT_CONSORT, BARON, BARON_CONSORT, DUKE, DUKE_CONSORT, KING, KING_CONSORT, which is strange because I thought it would be more natural if it followed an order of increasing rank (but Count is actually higher in rank to Baron).  So in my work, I actually swapped position of BARON with COUNT and BARON_CONSORT with COUNT_CONSORT.  The text data at the image's page differs from DQ's in this respect as well.  But even without changes to text data, it should be fine as there is only one type of baron/count/duke at any point, if most people are like me who can't be bothered to distinguishing such nobles beyond that they are bags of troubles ;)
 
*in the last column (column 11), Veryinky's Dystopian Qantas (v0.94) lists them from top down as COUNT, COUNT_CONSORT, BARON, BARON_CONSORT, DUKE, DUKE_CONSORT, KING, KING_CONSORT, which is strange because I thought it would be more natural if it followed an order of increasing rank (but Count is actually higher in rank to Baron).  So in my work, I actually swapped position of BARON with COUNT and BARON_CONSORT with COUNT_CONSORT.  The text data at the image's page differs from DQ's in this respect as well.  But even without changes to text data, it should be fine as there is only one type of baron/count/duke at any point, if most people are like me who can't be bothered to distinguishing such nobles beyond that they are bags of troubles ;)
 
*I'm assuming that tile at 9:4 which was previously unreferenced refers to the CAPTAIN_OF_THE_GUARD.  This is also recorded in the text data section, which is another area the text data differs from DQ's original.
 
*I'm assuming that tile at 9:4 which was previously unreferenced refers to the CAPTAIN_OF_THE_GUARD.  This is also recorded in the text data section, which is another area the text data differs from DQ's original.
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For more details and installation instructions, see image page itself (click on image below).
 
For more details and installation instructions, see image page itself (click on image below).
  
Note that this is transparent PNG, to use as BMP, please fill transparent pixels with color #FF00FF (magenta) in some image editing program when doing conversion.
+
[[Image:Sphr_dwarves.png]]
{|
 
|- style="background:black;" align="center"
 
|[[Image:Sphr_dwarves.png]]
 
|}
 
 
 
  
 
===12x12 (targeting 960x300)===
 
===12x12 (targeting 960x300)===
Still v0.9.  Will not be maintained without special reasons.
+
Still v0.9.  Will update after collating more changes.
 
 
Note to self: if transparent PNG support is available, would prob be better if 16x16 tileset is used, but shrinked to 12x12 on runtime if the gfx engine uses linear resampling (GL_LINEAR in openGL?) instead of nearest neighbor.  But if gfx engine uses nearest neighbor, then prob better to use image editing program to resample 16x16 to 12x12 using so that the partial transparency can hopefully help preserve the overall recognizability of the tiles and retain the tile-page's utility.
 
 
 
{|
 
|- style="background:black;" align="center"
 
|[[Image:Sphr_dwarves_12_12.png]]
 
|}
 
 
 
 
  NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.
 
  NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.
  
Line 106: Line 62:
  
 
For the text data, refer to the one for 16x16, but change the line <pre>[TILE_DIM:16:16]</pre> to <pre>[TILE_DIM:12:12]</pre>.  Everything else should be the same.
 
For the text data, refer to the one for 16x16, but change the line <pre>[TILE_DIM:16:16]</pre> to <pre>[TILE_DIM:12:12]</pre>.  Everything else should be the same.
 +
 +
[[Image:Sphr_dwarves_12_12.png]]
  
 
===Sample Screenshots===
 
===Sample Screenshots===
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==Elves==
 
==Elves==
''mini pack version 0.1''
+
''preview''
 
 
(transparent png)
 
{|
 
|- style="background:black;" align="center"
 
| [[Image:Sphr_elves.png]]
 
|}
 
 
 
 
 
 
===Sample Screenshots===
 
===Sample Screenshots===
 
(Only 16x16 versions are shown)
 
(Only 16x16 versions are shown)
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Camels not included.
 
Camels not included.
 
|[[Image:Sphr_sample_elven_traders.png]]
 
|[[Image:Sphr_sample_elven_traders.png]]
|- style="background:lightgrey;" align="center"
 
| The domestic animals for elves gets ever more interesting... Elves on pigs.. eh I mean warthogs... seems like a more appropriate mount for dwarves though, especially if war-trained.... war-t-hogs.
 
 
Wonder when will I see elves on elephants.... (E on E in original tile)
 
 
|[[Image:Sphr_elven_merchant_w_warthog.png]]
 
 
|}
 
|}
  
 
==Kobolds==
 
==Kobolds==
''minipack Version 0.1''
+
''preview''
 
 
A minipack consists of basic kobold tiles, namely STANDARD, CHILD, THIEF, MASTER_THIEF and some basic military: RECRUIT, WRESTLER, SPEARMAN, SWORDSMAN and their elite counterparts.
 
 
 
===16x16 (targeting 1280x400)===
 
For more details and installation instructions, see image page itself (click on one of the images below).
 
{|
 
|-  align="center"
 
|[[Image:Sphr_kobolds.png]]
 
|}
 
 
 
 
===Sample Screenshots===
 
===Sample Screenshots===
 
(Only 16x16 versions are shown)
 
(Only 16x16 versions are shown)
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|- style="background:lightgrey;" align="center"
 
|- style="background:lightgrey;" align="center"
 
| Thief!  Protect the hoard from the skulking filth!
 
| Thief!  Protect the hoard from the skulking filth!
 +
 +
Wait, the Fortress is THAT way... Leaving already???  Awwwww... my champions want to play with you....
 
|[[Image:Sphr_sample_kobold_thief.png]]
 
|[[Image:Sphr_sample_kobold_thief.png]]
 
|}
 
|}
 +
  
 
==Humans==
 
==Humans==
Version 0.6
+
Version 0.5
 
 
Note: I am too lazy to update the dyc version.  Blame me.
 
  
* 0.6 adds some site office holders (this update is triggered by a GUILDREP visiting my fortress actually). Added tiles for generic labor types. Unintentionally contains several under-testing zombie icons (lazy to remove). NOTE: There is a change in text data from 0.5, mainly to remove all the duplicated labor tiles, so please remember to update the text data in addition to updating the graphics file.
 
 
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.
 
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.
 
* I've finished the skeletons and elite skeletons, but I have not decided whether to put it up.  The reason is that the original organization used by DQ only sets one row for skeletons.  However, to cater for both normal and elite, I need two rows and have modified my local copy to reflect that.  The row organization is the same as the other military (one row for normal weapons, one row for elite).  Releasing this version will mean a break from the DQ compatibility goal which may make things difficult for current DQ users.  I don't know what I'll do yet, prob wait and see.  If anybody got good ideas, do tell me about them.
 
* I've finished the skeletons and elite skeletons, but I have not decided whether to put it up.  The reason is that the original organization used by DQ only sets one row for skeletons.  However, to cater for both normal and elite, I need two rows and have modified my local copy to reflect that.  The row organization is the same as the other military (one row for normal weapons, one row for elite).  Releasing this version will mean a break from the DQ compatibility goal which may make things difficult for current DQ users.  I don't know what I'll do yet, prob wait and see.  If anybody got good ideas, do tell me about them.
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|-  align="center"
 
|-  align="center"
 
|new organization
 
|new organization
|Dystopian Qantas v0.94 compatible version (not updated)
+
|Dystopian Qantas v0.94 compatible version
  
 
|-  align="center"
 
|-  align="center"
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|}
 
|}
  
=Creature Sets=
+
=Animal Sets=
 
==Domestic Animals==
 
==Domestic Animals==
 
''v1.0''
 
''v1.0''
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|}
 
|}
 
==Standard Creatures==
 
''v1.0''
 
 
For more details and installation instructions, see image page itself (click on image below).
 
 
{|
 
|-  align="center"
 
|[[Image:Sphr_standard.png]]
 
| style="font-size:10px;line-height:16px" |GREMLIN<br/>WIZARD<br/>FROGMAN<br/>LIZARDMAN<br/>SNAKEMAN<br/>RATMAN<br/>BATMAN<br/>ANTMAN<br/>TROLL<br/>OGRE<br/>UNICORN<br/>DRAGON<br/>TREANT<br/>SATYR<br/>DEMON<br/>SPIRIT_OF_FIRE<br/>FROG_DEMON<br/>TENTACLE_DEMON<br/>TITAN<br/>COLOSSUS_BRONZE<br/>GIANT<br/>CYCLOPS<br/>ETTIN<br/>MINOTAUR<br/>SASQUATCH<br/>BLIZZARD_MAN<br/>WOLF_ICE<br/>BEAK_DOG<br/>GRIMELING<br/>WEREWOLF<br/>BLENDEC_FOUL<br/>STRANGLER<br/>NIGHTWING<br/>HARPY<br/>HYDRA<br/>MERPERSON<br/>SEA_SERPENT<br/>SEA_MONSTER
 
|}
 
 
===Sample Screenshots===
 
(using 16x16 tiles)
 
{|
 
{{:User:Sphr/t/sample_row
 
| text=The hydra, first of the ''Megabeasts Series''.
 
| img=Sphr_sample_hydra.png}}
 
 
{{:User:Sphr/t/sample_row
 
| text=Ettin in a tunnel.
 
| img=Sphr_sample_ettin.png}}
 
 
{{:User:Sphr/t/sample_row
 
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?
 
| img=Sphr_sample_cyclops.png}}
 
 
{{:User:Sphr/t/sample_row
 
| text=A giant whose head is on the bounty list.
 
| img=Sphr_sample_giant.png}}
 
 
{{:User:Sphr/t/sample_row
 
| text=This titan will make a wonderful addition to the zoo.
 
| img=Sphr_sample_titan.png}}
 
 
{{:User:Sphr/t/sample_row
 
|text=Ratman in a tunnel.<br/>Same tunnel as Troglodyte above.<br/>Blood there on the wall belongs to the Troglodyte shown above.
 
|img=Sphr_sample_ratman.png}}
 
 
{{:User:Sphr/t/sample_row
 
|text=Yet another encounter in the same tunnel.  This time an antman.<br/>Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, <br/>and all united against the one common enemy.... me.
 
| img=Sphr_sample_antman.png}}
 
 
{{:User:Sphr/t/sample_row
 
| text=This batman is neither caped nor a crusader.
 
| img=Sphr_sample_batman.png}}
 
 
{{:User:Sphr/t/sample_row
 
| text=A herd of unicorns.
 
| img=Sphr_sample_unicorn.png}}
 
|}
 
 
==Mountain Creatures==
 
''v1.1''
 
 
For the tilepage text data, see image page itself (click on image below).
 
 
{|
 
|-  align="center"
 
|[[Image:Sphr_creature_large_mountain.png]]
 
| style="font-size:10px;line-height:16px" | GOAT_MOUNTAIN<br/>MARMOT_HOARY<br/>BIRD_EAGLE_GIANT<br/>GNOME_MOUNTAIN<br/>GNOME_DARK
 
|}
 
 
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.
 
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)
 
 
==River/Lake Creatures==
 
''v1.0''
 
 
For the tilepage text data, see image page itself (click on image below).
 
 
{|
 
|-  align="center"
 
|[[Image:Sphr_creature_large_riverlake.png]]
 
| style="font-size:10px;line-height:16px" | HIPPO<br/>FISH_GAR_LONGNOSE<br/>FISH_CARP<br/>FISH_TIGERFISH<br/>FISH_PIKE
 
|}
 
 
* v1.0 First version, featuring pink hippos! (got the idea from a nice photo of hippo at sunset) and some of the most dangerous freshwater fishes in DF.
 
 
==Fanciful Creatures==
 
''v1.0''
 
 
For the tilepage text data, see image page itself (click on image below).
 
 
{|
 
|-  align="center"
 
|[[Image:Sphr_fanciful.png]]
 
| style="font-size:10px;line-height:16px" | CHIMERA<br/>CENTAUR<br/>GRIFFON
 
|}
 
 
Notes: I haven't seen these in-game, so I don't know exactly how they look. Would appreciate any feed-backs/screenshots which can help me tweak them.
 
 
LOL.. I just realised that these 3 creatures won't appear at all in the game.  The raws are not even fully defined.  Well, just treat this as hidden stuff, or potential resources for people who actually mod these creatures into their world.
 
  
 
=Others=
 
=Others=
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==WIP Creatures==
 
==WIP Creatures==
 +
===Unicorn Test===
 +
Not really planning to do animals yet, but there are unicorns on the current map I play... so....
 +
 +
{|
 +
|- style="background:lightgrey;" align="center"
 +
| A herd of unicorns moves on, ignoring one of theirs who get snared by a cage-trap.
 +
 +
Lesson: Camouflage among the white sand don't really work against traps, then again, camouflage don't work at all! Well... at least not YET...
 +
| [[Image:Sphr_sample_unicorn.png]]
 +
|}
 +
{|
 +
|-
 +
| [[Image:Sphr_tileset_unicorn.png]] || (placeholder); Adult unicorn; Child unicorn
 +
|}
 +
(placeholder is added because some systems uses top-left pixel to denote transparent colour and I used the top-left pixel for the Adult unicorn.  Can be removed if Adult unicorn tile is not top-left tile in the actual bmp)
 +
 +
 +
 +
  
  
Line 582: Line 442:
 
|}
 
|}
  
=Character Tileset=
+
===Megabeasts/Semi-Megabeasts===
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)
+
{|
 +
|- style="background:lightgrey;" align="center"
 +
| The hydra, first of the ''Megabeasts Series''.
 +
| [[Image:Sphr_sample_hydra.png]]
  
[[Image:Sphr_square_16x16_mix.png]]
+
|- style="background:lightgrey;" align="center"
 +
| Ettin in a tunnel.
 +
| [[Image:Sphr_sample_ettin.png]]
  
This is the tileset that I've put together from many different sources.  Based off [[List_of_user_character_sets#SL|SL's work]] (which in turn is based off other tilesets like GuyBrush and Flying Mage). I also borrowed many tiles from [[List_of_user_character_sets#Red_Jack|Red Jack's Nintendo set]] to replace some of the oblique view tiles, modifying quite a number of them.  Also did my own share of original work in addition to some of the modifications.
+
|- style="background:lightgrey;" align="center"
 +
| To keep up with the digital age, maybe it should be called an iCyclops instead?
 +
| [[Image:Sphr_sample_cyclops.png]]
  
It is done with the intention of preserving the text as much as possible, but I had to sacrifice some of the punctuations.  But I see this as interim... after all, there's the Presentation Arc...
+
|- style="background:lightgrey;" align="center"
 +
| A giant whose head is on the bounty list.
 +
| [[Image:Sphr_sample_giant.png]]
  
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].
+
|- style="background:lightgrey;" align="center"
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.
+
| This titan will make a wonderful addition to the zoo.
 +
| [[Image:Sphr_sample_titan.png]]
  
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.
+
|}
  
For the colour scheme I use, see the image page itself.
+
===Other Creatures===
 +
{|
 +
{{:User:Sphr/t/sample_row
 +
|text=Ratman in a tunnel.<br/>Same tunnel as Troglodyte above.<br/>Blood there on the wall belongs to the Troglodyte shown above.
 +
|img=Sphr_sample_ratman.png}}
  
==version history==
+
{{:User:Sphr/t/sample_row
*v0.4.2:  
+
|text=Ratman in a tunnel.<br/>Same tunnel as Troglodyte above.<br/>Blood there on the wall belongs to the Troglodyte shown above.
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.
+
|img=Sphr_sample_ratman.png}}
*v0.4.1:  
 
**Found more problems with engraved walls. Redid the whole mask to suggest existence of small carvings without changing the rest of the wall. Also changed the engraved floor mask. Last one looks horribly like a spider web.
 
*v0.4:
 
**Fixed a slight problem with one of the engraved wall masking that came from SL.  Also tried changing some of the tiles used by workshops from ascii to what I think they are trying to represent, if they are not double-used as conflicting items by the game.  Also put in a new experimental pattern for engraved tile in an attempt to make it darker (more black areas) when engraved so that it doesn't look worse compared to smooth floors.  Expect it to mutate or revert back any time... -- 22:04, 13 August 2008 (EDT)
 
*v0.3:
 
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there
 
*v0.2:
 
**Tries to solve 2 main problems.  The ground dither is too bright to make out the trees.  So darken the dither (which also improves punctuation readability) and redone one of the tree for higher contrast and more pronounced outline.  But that in turns makes 1-z-level down terrain indicator too bright to easily tell ground from open space above a terrain 1 level below.  So those are darkened down as well.
 
**Fixed bins to appear as separate boxes.
 
===v0.1===
 
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be "normalized" yet. -- 10:13, 11 August 2008 (EDT)
 
  
=Sample Maps=
+
{{:User:Sphr/t/sample_row
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.
+
|text=Yet another encounter in the same tunnelThis time an antman.<br/>Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, <br/>and all united against the one common enemy.... me.
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun'''Project Earthweb''' is currently under design.
+
| img=Sphr_sample_antman.png}}
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]
 
*[http://mkv25.net/dfma/map-3345-steelfortress Steelfortress - 44 Early Winter] - redid some of the toning and masking. Ground was too bright to see trees, then water/sand was too bright compared to new ground tone... etc.
 
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.
 
  
=Download=
+
{{:User:Sphr/t/sample_row
I guess when I have time, I should pack all the tilesets into separate archives and upload to DFFD... when I can make myself do it... Note that at times, the tile images on the wiki page may be more up-to-date than the "Director's Cut" which is expected to be done less frequently.
+
| text=This batman is neither caped nor a crusader.
 
+
| img=Sphr_sample_batman.png}}
==Director's Cut==
 
Currently at ''Version 5.1'' (outdated)
 
 
 
This is not a "release". It's a snapshot of the actual files (gfx and char tilesets) I'm using (unmodified), including all of my WIP stuff which may not be released otherwise yet. It consists of more than just my own work so credits goes to their original creators (mainly DR) as well. Content is not expected to be persistent as I do edit/tweak/swap tiles quite frequently.  Use of this is up to individual and I will not bear responsibility for anything broken. I am currently still using 39f, but the files I use should be compatible (unless new professions/creature added in new versions, in which case those professions will use probably some default tiles).  It should also be compatible with older versions (at least up to 33a) except that some newly added professions/creatures may not be recognized and gets added to error log, but the game should run without problems.
 
 
 
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]
 
 
 
Please read the "sphr_readme.txt" in the main directory within the archive for more details.
 
 
 
==Temp stuff==
 
 
 
Some wildlife tiles not in released tile pages (with names, exact tokens not checked)
 
  
(transparent png)
 
{|
 
|- style="background:black" align="center"
 
| [[Image:Sphr_delta1.png]]
 
|style="background:lightgrey;font-size:10px;line-height:16px" | african elephant<br/>leopard<br/>jaguar<br/>single hump camel<br/>double hump camel<br/>giant leopard<br/>giant jaguar<br/>grizzly bear<br/>malaysian sun bear<br/>deer<br/>fox<br/>racoon<br/>rhesus monkey<br/>cougar<br/>wolf<br/>groundhog(i think)
 
|- style="background:black" align="center"
 
| [[Image:Sphr_warthog.png]]
 
|style="background:lightgrey;font-size:10px;line-height:16px" | warthog
 
 
|}
 
|}

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