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		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=94180</id>
		<title>User:Sphr/gfx set</title>
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		<updated>2010-04-17T09:00:10Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Temp stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
Note: the snapshot version is out of date.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Wonder when will I see elves on elephants.... (E on E in original tile)&lt;br /&gt;
&lt;br /&gt;
|[[Image:Sphr_elven_merchant_w_warthog.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
Some wildlife tiles not in released tile pages (with names, exact tokens not checked)&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_delta1.png]]&lt;br /&gt;
|style=&amp;quot;background:lightgrey;font-size:10px;line-height:16px&amp;quot; | african elephant&amp;lt;br/&amp;gt;leopard&amp;lt;br/&amp;gt;jaguar&amp;lt;br/&amp;gt;single hump camel&amp;lt;br/&amp;gt;double hump camel&amp;lt;br/&amp;gt;giant leopard&amp;lt;br/&amp;gt;giant jaguar&amp;lt;br/&amp;gt;grizzly bear&amp;lt;br/&amp;gt;malaysian sun bear&amp;lt;br/&amp;gt;deer&amp;lt;br/&amp;gt;fox&amp;lt;br/&amp;gt;racoon&amp;lt;br/&amp;gt;rhesus monkey&amp;lt;br/&amp;gt;cougar&amp;lt;br/&amp;gt;wolf&amp;lt;br/&amp;gt;groundhog(i think)&lt;br /&gt;
|- style=&amp;quot;background:black&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_warthog.png]]&lt;br /&gt;
|style=&amp;quot;background:lightgrey;font-size:10px;line-height:16px&amp;quot; | warthog&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_warthog.png&amp;diff=94179</id>
		<title>File:Sphr warthog.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_warthog.png&amp;diff=94179"/>
		<updated>2010-04-17T08:58:24Z</updated>

		<summary type="html">&lt;p&gt;Sphr: warthog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;warthog&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=93335</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=93335"/>
		<updated>2010-04-15T19:53:20Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Sample Screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
Note: the snapshot version is out of date.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Wonder when will I see elves on elephants.... (E on E in original tile)&lt;br /&gt;
&lt;br /&gt;
|[[Image:Sphr_elven_merchant_w_warthog.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
Some wildlife tiles not in released tile pages (with names, exact tokens not checked)&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_delta1.png]]&lt;br /&gt;
|style=&amp;quot;background:lightgrey;font-size:10px;line-height:16px&amp;quot; | african elephant&amp;lt;br/&amp;gt;leopard&amp;lt;br/&amp;gt;jaguar&amp;lt;br/&amp;gt;single hump camel&amp;lt;br/&amp;gt;double hump camel&amp;lt;br/&amp;gt;giant leopard&amp;lt;br/&amp;gt;giant jaguar&amp;lt;br/&amp;gt;grizzly bear&amp;lt;br/&amp;gt;malaysian sun bear&amp;lt;br/&amp;gt;deer&amp;lt;br/&amp;gt;fox&amp;lt;br/&amp;gt;racoon&amp;lt;br/&amp;gt;rhesus monkey&amp;lt;br/&amp;gt;cougar&amp;lt;br/&amp;gt;wolf&amp;lt;br/&amp;gt;groundhog(i think)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=93318</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=93318"/>
		<updated>2010-04-15T19:31:59Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Sample Screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
Note: the snapshot version is out of date.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_elven_merchant_w_warthog.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
Some wildlife tiles not in released tile pages (with names, exact tokens not checked)&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_delta1.png]]&lt;br /&gt;
|style=&amp;quot;background:lightgrey;font-size:10px;line-height:16px&amp;quot; | african elephant&amp;lt;br/&amp;gt;leopard&amp;lt;br/&amp;gt;jaguar&amp;lt;br/&amp;gt;single hump camel&amp;lt;br/&amp;gt;double hump camel&amp;lt;br/&amp;gt;giant leopard&amp;lt;br/&amp;gt;giant jaguar&amp;lt;br/&amp;gt;grizzly bear&amp;lt;br/&amp;gt;malaysian sun bear&amp;lt;br/&amp;gt;deer&amp;lt;br/&amp;gt;fox&amp;lt;br/&amp;gt;racoon&amp;lt;br/&amp;gt;rhesus monkey&amp;lt;br/&amp;gt;cougar&amp;lt;br/&amp;gt;wolf&amp;lt;br/&amp;gt;groundhog(i think)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_elven_merchant_w_warthog.png&amp;diff=93315</id>
		<title>File:Sphr elven merchant w warthog.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_elven_merchant_w_warthog.png&amp;diff=93315"/>
		<updated>2010-04-15T19:29:17Z</updated>

		<summary type="html">&lt;p&gt;Sphr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tilesets&amp;diff=92236</id>
		<title>v0.31 Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tilesets&amp;diff=92236"/>
		<updated>2010-04-13T16:59:43Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Separate Designation for world map entities */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tileset files are identical to the old ones. I've already went ahead and pulled my tileset file up and loaded it in with no difficulties. It's a pretty safe bet that the rest of the details with tilesets are unchanged as well. Graphic sets however I do remember reading that the raws have been changed so these will have to be reworked before they can be used. &lt;br /&gt;
&lt;br /&gt;
Tempting as it is to go ahead and do the edits now, I think I'm going to just play for a while. [[User:Doctorzuber|Doctorzuber]] 17:58, 1 April 2010 (UTC)&lt;br /&gt;
:Go for it.  I guess if it is a graphics set with raw updates, then we'll leave em out for now. --[[User:Briess|Briess]] 18:14, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can anyone point me in the right direction as to what would need to be done to make working graphics sets for df 2010?  Please feel free to leave me a message on my user page.&lt;br /&gt;
[[User:Archtemplari|Archtemplari]] 03:50, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Items/Creatures/etc. ==&lt;br /&gt;
DF2010 has some different items, and the tiles they use should be logged on this page.&lt;br /&gt;
&lt;br /&gt;
== Separate Designation for world map entities ==&lt;br /&gt;
&lt;br /&gt;
There seems to be some use of tiles on world map which is not recorded fully yet.&lt;br /&gt;
&lt;br /&gt;
Since there are designations for other types of entity represented by a character e.g.&lt;br /&gt;
    * Items marked with * can have their tile changed in the raw data files.&lt;br /&gt;
    * Items marked with # can have their tile replaced by a graphics set image, in addition to having their tile changed in the raw data.&lt;br /&gt;
    * Items marked with $ can be changed in the init.txt file. &lt;br /&gt;
&lt;br /&gt;
How about a designation for world map use? &amp;quot;%&amp;quot;?&lt;br /&gt;
e.g. 239 ∩ 	 Hills%&lt;br /&gt;
&lt;br /&gt;
I've at least seen (86 V) and (110 n) used on world map which is not documented atm.&lt;br /&gt;
-- [[User:Sphr|Sphr]] 16:59, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92214</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92214"/>
		<updated>2010-04-13T16:41:39Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Temp stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
Note: the snapshot version is out of date.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
Some wildlife tiles not in released tile pages (with names, exact tokens not checked)&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_delta1.png]]&lt;br /&gt;
|style=&amp;quot;background:lightgrey;font-size:10px;line-height:16px&amp;quot; | african elephant&amp;lt;br/&amp;gt;leopard&amp;lt;br/&amp;gt;jaguar&amp;lt;br/&amp;gt;single hump camel&amp;lt;br/&amp;gt;double hump camel&amp;lt;br/&amp;gt;giant leopard&amp;lt;br/&amp;gt;giant jaguar&amp;lt;br/&amp;gt;grizzly bear&amp;lt;br/&amp;gt;malaysian sun bear&amp;lt;br/&amp;gt;deer&amp;lt;br/&amp;gt;fox&amp;lt;br/&amp;gt;racoon&amp;lt;br/&amp;gt;rhesus monkey&amp;lt;br/&amp;gt;cougar&amp;lt;br/&amp;gt;wolf&amp;lt;br/&amp;gt;groundhog(i think)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92202</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92202"/>
		<updated>2010-04-13T16:20:49Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Temp stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
Note: the snapshot version is out of date.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
Some wildlife tiles not in released tile pages&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_delta1.png]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92200</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92200"/>
		<updated>2010-04-13T16:18:24Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
Note: the snapshot version is out of date.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92035</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=92035"/>
		<updated>2010-04-13T07:24:01Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* 12x12 (targeting 960x300) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr&amp;diff=90130</id>
		<title>User talk:Sphr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr&amp;diff=90130"/>
		<updated>2010-04-12T04:19:36Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Welcome back */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Your Graphic Set, ==&lt;br /&gt;
&lt;br /&gt;
More specifically the Hammerer, is amazing.--[[User:Heliopios|Heliopios]] 14:09, 19 December 2007 (EST)&lt;br /&gt;
:Thanks for your kind words :) -- [[User:Sphr|Sphr]] 23:47, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Praise==&lt;br /&gt;
&lt;br /&gt;
Your sets are fantastic. Keep up the good work. Can't wait to see the elves and humans sets in proper working order. Once they are up and running I'll create a graphics pack for them with your permission of course.--[[User:Gorfob|Gorfob]] 02:42, 31 December 2007 (EST)&lt;br /&gt;
:Thanks.  I am working on human military atm, and once that is complete, I'll probably put it up.  As for the others, I'll usually put them up after I do enough of the tiles in a tile page. You are welcome to repackage the gfx tiles, well, at least those that are done by me.  Do take note that some of those tiles I have not done may still use the ones belonging to Deep Qantas or to DR. -- [[User:Sphr|Sphr]] 09:11, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What you're doing with the templates is very clever. I'm interested to see how you use it. [[User:VengefulDonut|VengefulDonut]] 11:11, 8 January 2008 (EST)&lt;br /&gt;
:lol. It's born out of desperation...  our wiki seems too old to support some of the newer parser functions, so I thought I try out some of my meta-programming stuff out here, to try to create something like reusable 2d arrays (e.g. for floor plan).  Dunno how far it will get though. if you are interested in this kind of stuff, here's the [[User:Sphr/test/test3 | test page]] -- [[User:Sphr|Sphr]] 11:17, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Which tileset are you using in [http://www.dwarffortresswiki.net/images/5/52/Sphr_sample_civilian.png this screenshot?] The font is clean and very pretty. --[[User:Jackard|Jackard]] 07:04, 11 January 2008 (EST)&lt;br /&gt;
:oh that's a minor test.  I modified guybrush's set to include the kelt font. Can be found here [http://valkyriepub.tripod.com/kelt.htm].  I just replaced the non-accented letters to look at the effects (so my creature names are now a messy mix of Guybrush's levers + the old accented letters + the new kelt font...) -- [[User:Sphr|Sphr]] 07:31, 11 January 2008 (EST)&lt;br /&gt;
::ah, Kelt. I could have sworn it looked familiar, but couldn't find it on this computer. --[[User:Jackard|Jackard]] 08:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minor edits ==&lt;br /&gt;
&lt;br /&gt;
I've noticed you make a very large number of edits to your user pages. All of them show up in [[special:recentchanges]]. However, people can [http://dwarf.lendemaindeveille.com/index.php?title=Special:Recentchanges&amp;amp;hideminor=1 choose] not to view minor edits, which makes the page look much less cluttered. If you would tag your user page edits as minor it would be very helpful. [[User:VengefulDonut|VengefulDonut]] 11:03, 8 January 2008 (EST)&lt;br /&gt;
:sorry. was experimenting with declarative functions in wiki.Will do so from now on. --[[User:Sphr|Sphr]] 11:06, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Experiments ==&lt;br /&gt;
Are you trying to reproduce the Template:RT used in the old version of the Wiki? [[http://archive.dwarffortresswiki.net/index.php/RT]] --[[User:Eagle of Fire|Eagle of Fire]] 08:55, 11 January 2008 (EST)&lt;br /&gt;
:Hmm.. Which part are you referring to exactly? Actually, call that test of the next iteration of floor plan tiles.  The old RT is decorative (just display, no meaning). I'm trying to see if it can be switched to semantic : meaning that people should just use things like &amp;quot;wall&amp;quot;, &amp;quot;door&amp;quot; etc instead of having to hunt down the right tile, color it and display it.  Separating the semantic tiles from the representation also means that when the presentation gets updated, ALL uses of the templates gets updated automatically.  If you are interested, you can take a look at the source for my test page [[User:Sphr/test/test1]].  The source is a little long winded now because I'm using my own subpage which requires a prefix of &amp;quot;:User/Sphr/t/&amp;quot; in front of all template use.  Once I'm done and if it has enough use to be added into the default template namespace, it will take a lot less typing to create a &amp;quot;plan&amp;quot;. *IF* it ever gets there :) --[[User:Sphr|Sphr]] 09:10, 11 January 2008 (EST)&lt;br /&gt;
::The OOP approach is more suited to adaptability than to save on typing. Ideally there would be a third party editor that generates the wikitext after you have the framework set up. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hooray for parser functions! [[User:VengefulDonut|VengefulDonut]] 10:48, 23 January 2008 (EST)&lt;br /&gt;
:We finally have them installed???  any idea which version and the relevant reference page? -- [[User:Sphr|Sphr]] 21:28, 23 January 2008 (EST)&lt;br /&gt;
::[[Special:version]]. [[User:VengefulDonut|VengefulDonut]] 22:06, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{qd|5|5|a|b|c|D|e|f|G|h|i|j|k|l|m|n|o|p|q|r|s|t|u|v|w|x|y|z}}&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 17:32, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Icon usage?==&lt;br /&gt;
I was thinking about what to use for a &amp;quot;favorite icon&amp;quot; for the DF file hosting site I'm planning to open soon, and I rather like your graphic tilesets. So, to be succinct, would it be acceptable for me to use one of your 16x16 dwarf images as the site's favorite icon? --[[User:Janus|Janus]] 21:27, 28 January 2008 (EST)&lt;br /&gt;
:Prob too late a reply, but feel free to do so if you still want it if you haven't already done.  [[User:Sphr|Sphr]] 05:01, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Welcome back==&lt;br /&gt;
Glad you're back, Sphr. I love your work and I've been actually checking the wiki every day since the new version came out, hoping it would draw you back. Looking forward for your work.&lt;br /&gt;
- Markus Cz.&lt;br /&gt;
:Thanks. I've been looking forward to the new version as well.  I have the DF's Current Development page permanently open in my browser, reading the updates regularly, Then one day, I finally saw the new version announcement :)  Perhaps there will be more opportunities for updates as I restart the DF experience again, since my work is pretty much the direct by-product of my own playing. Regrettably, I'm not really a dedicated content provider like some of the other guys in forum, which I think are doing great jobs organizing complete packs, but at least I can hopefully help to increase the content with which they work with (occasionally).&lt;br /&gt;
-- [[User:Sphr|Sphr]] 04:19, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89962</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89962"/>
		<updated>2010-04-11T21:23:06Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Acknowledgements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;blurness&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=89960</id>
		<title>User talk:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=89960"/>
		<updated>2010-04-11T21:14:28Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* immediate goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Problems/Suggestions=&lt;br /&gt;
(put new problems discovered here, gfx or character set)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found an error in graphics_race_elves.txt, causing a bunch of military elves not to show up properly. This is the fixed version:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
graphics_race_elves&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:ELVES]&lt;br /&gt;
	[FILE:main/elves.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:6:5]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:ELF]&lt;br /&gt;
        [DEFAULT:ELVES:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:ELVES:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        [DIPLOMAT:ELVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHAMPION:ELVES:3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [DRUID:ELVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [WRESTLER:ELVES:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [WRESTLER:ELVES:0:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_WRESTLER:ELVES:0:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [SWORDSMAN:ELVES:1:1:AS_IS:DEFAULT]&lt;br /&gt;
        [SWORDSMAN:ELVES:1:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_SWORDSMAN:ELVES:1:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [SPEARMAN:ELVES:2:1:AS_IS:DEFAULT]&lt;br /&gt;
        [SPEARMAN:ELVES:2:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_SPEARMAN:ELVES:2:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [BOWMAN:ELVES:3:1:AS_IS:DEFAULT]&lt;br /&gt;
        [BOWMAN:ELVES:3:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_BOWMAN:ELVES:3:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
		[TRADER:ELVES:4:1:AS_IS:DEFAULT]&lt;br /&gt;
		[MERCHANT:ELVES:4:1:AS_IS:DEFAULT]		&lt;br /&gt;
		&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Red|Red]] 17:09, 11 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Tile-specific problems/request=&lt;br /&gt;
(Missing tiles? Tiles not showing correctly? Tiles not clear in some situation? Put them here.  Please remember to identify the creature correctly and include the version of DF you are running.)&lt;br /&gt;
&lt;br /&gt;
=Comments=&lt;br /&gt;
&lt;br /&gt;
I love how the tiles are coming along.&amp;lt;br&amp;gt;&lt;br /&gt;
I really hope you decide to eventually merge all these tilesets (and the many more to come it looks like) into your own format with your own .txt to help you expand as you go on.--[[User:N9103|Edward]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
:Thanks.  merging/consolidating is in the plans, but it will happen only when things are more or less complete enough.  Right now, it is hard as I do one or two tiles at a time and only when I see them.  After I consolidate more tiles, I think I will first release a DQ compatible version, so that existing users of DQ can easily try things out by just replacing the BMP files without messing with the text data.  -- [[User:Sphr|Sphr]] 05:09, 29 December 2007 (EST)&lt;br /&gt;
::It really seems like you're going through a lot of hoops to keep everything compatible with DQ. I say screw that, stop limiting yourself :) Your sets are great. Thanks for making them.--[[User:Siliziumleben|Siliziumleben]] 22:08, 2 January 2008 (EST)&lt;br /&gt;
:::I guess it may have to come to what you've said, as I discovered more problems with DQ's text data.  Originally, I wanted to make it easier to update certain tiles simply by overwriting the image file.  And since my tiles are still sparse, I myself am still using DR tiles in DQ organization for most other tiles that I have not got around to doing.  But I guess with all the new differences, it may not be feasible anymore.  I've decided to still keep things DQ compatible if it is convenient for me, but will incorporate my own changes where I feel it should. Should be releasing the updated human (still lack zombies) and the first couple of creature tile pages soon.  Thanks for your comments! -- [[User:Sphr|Sphr]] 21:25, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You still working on these? They are really excellent. Don't bother with keeping it DQ compatible its not hard to follow your directions and get it working anyway takes about 5 minutes. Keep up the good work man --[[User:Gorfob|Gorfob]] 22:20, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey Sphr, I created a new version of the 12x12 mod using scaled and sharpened versions of your graphic sets. You can download it here [http://mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip], and I've updated the List of user graphic sets as well. --[[User:Markavian|Markavian]] 14:07, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This set is awesome.  I just wanted to say thanks! [[User:Tulthix|Tulthix]] 13:14, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not such a sneaky update Sphr! Good to see you back in action! --[[User:Gorfob|Gorfob]] 18:26, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=TODO=&lt;br /&gt;
This section is for reminders for myself.&lt;br /&gt;
&lt;br /&gt;
==tweaks needed==&lt;br /&gt;
&lt;br /&gt;
==immediate goals==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==next goals==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=89959</id>
		<title>User talk:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=89959"/>
		<updated>2010-04-11T21:14:17Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* next goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Problems/Suggestions=&lt;br /&gt;
(put new problems discovered here, gfx or character set)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found an error in graphics_race_elves.txt, causing a bunch of military elves not to show up properly. This is the fixed version:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
graphics_race_elves&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:ELVES]&lt;br /&gt;
	[FILE:main/elves.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:6:5]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:ELF]&lt;br /&gt;
        [DEFAULT:ELVES:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:ELVES:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        [DIPLOMAT:ELVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHAMPION:ELVES:3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [DRUID:ELVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [WRESTLER:ELVES:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [WRESTLER:ELVES:0:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_WRESTLER:ELVES:0:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [SWORDSMAN:ELVES:1:1:AS_IS:DEFAULT]&lt;br /&gt;
        [SWORDSMAN:ELVES:1:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_SWORDSMAN:ELVES:1:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [SPEARMAN:ELVES:2:1:AS_IS:DEFAULT]&lt;br /&gt;
        [SPEARMAN:ELVES:2:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_SPEARMAN:ELVES:2:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
        [BOWMAN:ELVES:3:1:AS_IS:DEFAULT]&lt;br /&gt;
        [BOWMAN:ELVES:3:2:AS_IS:GUARD]&lt;br /&gt;
        [MASTER_BOWMAN:ELVES:3:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
		[TRADER:ELVES:4:1:AS_IS:DEFAULT]&lt;br /&gt;
		[MERCHANT:ELVES:4:1:AS_IS:DEFAULT]		&lt;br /&gt;
		&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Red|Red]] 17:09, 11 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Tile-specific problems/request=&lt;br /&gt;
(Missing tiles? Tiles not showing correctly? Tiles not clear in some situation? Put them here.  Please remember to identify the creature correctly and include the version of DF you are running.)&lt;br /&gt;
&lt;br /&gt;
=Comments=&lt;br /&gt;
&lt;br /&gt;
I love how the tiles are coming along.&amp;lt;br&amp;gt;&lt;br /&gt;
I really hope you decide to eventually merge all these tilesets (and the many more to come it looks like) into your own format with your own .txt to help you expand as you go on.--[[User:N9103|Edward]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
:Thanks.  merging/consolidating is in the plans, but it will happen only when things are more or less complete enough.  Right now, it is hard as I do one or two tiles at a time and only when I see them.  After I consolidate more tiles, I think I will first release a DQ compatible version, so that existing users of DQ can easily try things out by just replacing the BMP files without messing with the text data.  -- [[User:Sphr|Sphr]] 05:09, 29 December 2007 (EST)&lt;br /&gt;
::It really seems like you're going through a lot of hoops to keep everything compatible with DQ. I say screw that, stop limiting yourself :) Your sets are great. Thanks for making them.--[[User:Siliziumleben|Siliziumleben]] 22:08, 2 January 2008 (EST)&lt;br /&gt;
:::I guess it may have to come to what you've said, as I discovered more problems with DQ's text data.  Originally, I wanted to make it easier to update certain tiles simply by overwriting the image file.  And since my tiles are still sparse, I myself am still using DR tiles in DQ organization for most other tiles that I have not got around to doing.  But I guess with all the new differences, it may not be feasible anymore.  I've decided to still keep things DQ compatible if it is convenient for me, but will incorporate my own changes where I feel it should. Should be releasing the updated human (still lack zombies) and the first couple of creature tile pages soon.  Thanks for your comments! -- [[User:Sphr|Sphr]] 21:25, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You still working on these? They are really excellent. Don't bother with keeping it DQ compatible its not hard to follow your directions and get it working anyway takes about 5 minutes. Keep up the good work man --[[User:Gorfob|Gorfob]] 22:20, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey Sphr, I created a new version of the 12x12 mod using scaled and sharpened versions of your graphic sets. You can download it here [http://mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip], and I've updated the List of user graphic sets as well. --[[User:Markavian|Markavian]] 14:07, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This set is awesome.  I just wanted to say thanks! [[User:Tulthix|Tulthix]] 13:14, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not such a sneaky update Sphr! Good to see you back in action! --[[User:Gorfob|Gorfob]] 18:26, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=TODO=&lt;br /&gt;
This section is for reminders for myself.&lt;br /&gt;
&lt;br /&gt;
==tweaks needed==&lt;br /&gt;
&lt;br /&gt;
==immediate goals==&lt;br /&gt;
*play game&lt;br /&gt;
==next goals==&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89766</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89766"/>
		<updated>2010-04-11T13:42:11Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* 12x12 (targeting 960x300) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89759</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89759"/>
		<updated>2010-04-11T13:34:32Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Recent News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Dwarves|Dwarves]] : updated to v0.11. Added medical professions. Tilepage dimension by 1 row. -- 13:34, 11 April 2010 (UTC)&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89755</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=89755"/>
		<updated>2010-04-11T13:32:22Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.11''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(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).&lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will not be maintained without special reasons.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89751</id>
		<title>File:Sphr dwarves.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89751"/>
		<updated>2010-04-11T13:26:38Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wip graphic set.&lt;br /&gt;
=Text Data=&lt;br /&gt;
&lt;br /&gt;
==DF 0.31.02==&lt;br /&gt;
&lt;br /&gt;
Sample text file for graphics (assumed filename is dwarves.bmp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_sphr_dwarves&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:DWARVES]&lt;br /&gt;
	[FILE:sphr/dwarves.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:12:22]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:DWARF]&lt;br /&gt;
	[STANDARD:DWARVES:1:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DEFAULT:DWARVES:0:0:ADD_COLOR:DEFAULT]&lt;br /&gt;
	[BABY:DWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
	[CHILD:DWARVES:3:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DRUNK:DWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
	[THIEF:DWARVES:6:0:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_THIEF:DWARVES:7:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MINER:DWARVES:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WOODWORKER:DWARVES:0:2:AS_IS:DEFAULT]&lt;br /&gt;
	[CARPENTER:DWARVES:1:2:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWYER:DWARVES:2:2:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCUTTER:DWARVES:3:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[STONEWORKER:DWARVES:0:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ENGRAVER:DWARVES:1:3:AS_IS:DEFAULT]&lt;br /&gt;
	[MASON:DWARVES:2:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ARCHITECT:DWARVES:3:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RANGER:DWARVES:0:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_CARETAKER:DWARVES:1:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_TRAINER:DWARVES:2:4:AS_IS:DEFAULT]&lt;br /&gt;
	[HUNTER:DWARVES:3:4:AS_IS:DEFAULT]&lt;br /&gt;
	[TRAPPER:DWARVES:4:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_DISSECTOR:DWARVES:5:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[METALSMITH:DWARVES:0:5:AS_IS:DEFAULT]&lt;br /&gt;
	[FURNACE_OPERATOR:DWARVES:1:5:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAPONSMITH:DWARVES:2:5:AS_IS:DEFAULT]&lt;br /&gt;
	[ARMORER:DWARVES:3:5:AS_IS:DEFAULT]&lt;br /&gt;
	[BLACKSMITH:DWARVES:4:5:AS_IS:DEFAULT]&lt;br /&gt;
	[METALCRAFTER:DWARVES:5:5:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[JEWELER:DWARVES:0:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_CUTTER:DWARVES:1:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_SETTER:DWARVES:2:6:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CRAFTSMAN:DWARVES:0:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCRAFTER:DWARVES:1:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STONECRAFTER:DWARVES:2:7:AS_IS:DEFAULT]&lt;br /&gt;
	[LEATHERWORKER:DWARVES:3:7:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_CARVER:DWARVES:4:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAVER:DWARVES:5:7:AS_IS:DEFAULT]&lt;br /&gt;
	[CLOTHIER:DWARVES:6:7:AS_IS:DEFAULT]&lt;br /&gt;
	[GLASSMAKER:DWARVES:7:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STRAND_EXTRACTOR:DWARVES:8:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FISHERY_WORKER:DWARVES:0:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISHERMAN:DWARVES:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_DISSECTOR:DWARVES:2:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_CLEANER:DWARVES:3:8:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FARMER:DWARVES:0:9:AS_IS:DEFAULT]&lt;br /&gt;
	[CHEESE_MAKER:DWARVES:1:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILKER:DWARVES:2:9:AS_IS:DEFAULT]&lt;br /&gt;
	[COOK:DWARVES:3:9:AS_IS:DEFAULT]&lt;br /&gt;
	[THRESHER:DWARVES:4:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILLER:DWARVES:5:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BUTCHER:DWARVES:6:9:AS_IS:DEFAULT]&lt;br /&gt;
	[TANNER:DWARVES:7:9:AS_IS:DEFAULT]&lt;br /&gt;
	[DYER:DWARVES:8:9:AS_IS:DEFAULT]&lt;br /&gt;
	[PLANTER:DWARVES:9:9:AS_IS:DEFAULT]&lt;br /&gt;
	[HERBALIST:DWARVES:10:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BREWER:DWARVES:11:9:AS_IS:DEFAULT]&lt;br /&gt;
	[SOAP_MAKER:DWARVES:8:10:AS_IS:DEFAULT]&lt;br /&gt;
	[POTASH_MAKER:DWARVES:9:10:AS_IS:DEFAULT]&lt;br /&gt;
	[LYE_MAKER:DWARVES:10:10:AS_IS:DEFAULT]&lt;br /&gt;
	[WOOD_BURNER:DWARVES:11:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[ENGINEER:DWARVES:0:10:AS_IS:DEFAULT]&lt;br /&gt;
	[MECHANIC:DWARVES:1:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_ENGINEER:DWARVES:2:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_OPERATOR:DWARVES:3:10:AS_IS:DEFAULT]&lt;br /&gt;
	[PUMP_OPERATOR:DWARVES:4:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:DWARVES:0:11:AS_IS:DEFAULT]&lt;br /&gt;
	[WRESTLER:DWARVES:1:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:11:AS_IS:DEFAULT]&lt;br /&gt;
	[AXEMAN:DWARVES:4:11:AS_IS:DEFAULT]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:11:AS_IS:DEFAULT]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:11:AS_IS:DEFAULT]&lt;br /&gt;
	[MACEMAN:DWARVES:7:11:AS_IS:DEFAULT]&lt;br /&gt;
	[LASHER:DWARVES:8:11:AS_IS:DEFAULT]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWMAN:DWARVES:11:11:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:12:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[AXEMAN:DWARVES:4:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MACEMAN:DWARVES:7:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[LASHER:DWARVES:8:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[BOWMAN:DWARVES:11:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[AXEMAN:DWARVES:4:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MACEMAN:DWARVES:7:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[LASHER:DWARVES:8:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[BOWMAN:DWARVES:11:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[CLERK:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[ADMINISTRATOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[TRADER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANT:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[DIPLOMAT:DWARVES:8:3:AS_IS:DEFAULT]&lt;br /&gt;
	[OUTPOSTLIAISON:DWARVES:8:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MAYOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[LEADER:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[CAPTAIN_OF_THE_GUARD:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[SHERIFF:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[MANAGER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BOOKKEEPER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BROKER:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[HIGH_PRIEST:DWARVES:10:7:AS_IS:DEFAULT]&lt;br /&gt;
	[PRIEST:DWARVES:10:6:AS_IS:DEFAULT]&lt;br /&gt;
	[SHOPKEEPER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[SLAVE:DWARVES:7:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PRISONER:DWARVES:7:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DRUID:DWARVES:9:0:AS_IS:DEFAULT]&lt;br /&gt;
	[GUILDREP:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTBARON:DWARVES:9:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTPRINCE:DWARVES:9:3:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[TAXCOLLECTOR:DWARVES:10:0:AS_IS:DEFAULT]&lt;br /&gt;
	[EXECUTIONER:DWARVES:10:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PHILOSOPHER:DWARVES:10:2:AS_IS:DEFAULT]&lt;br /&gt;
	[ADVISOR:DWARVES:10:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ALCHEMIST:DWARVES:10:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUNGEONMASTER:DWARVES:10:5:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[BARON:DWARVES:11:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BARON_CONSORT:DWARVES:11:1:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT:DWARVES:11:2:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT_CONSORT:DWARVES:11:3:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE:DWARVES:11:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE_CONSORT:DWARVES:11:5:AS_IS:DEFAULT]&lt;br /&gt;
	[KING:DWARVES:11:6:AS_IS:DEFAULT]&lt;br /&gt;
	[KING_CONSORT:DWARVES:11:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:17:AS_IS:SKELETON]&lt;br /&gt;
	[WRESTLER:DWARVES:1:17:AS_IS:SKELETON]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:17:AS_IS:SKELETON]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:17:AS_IS:SKELETON]&lt;br /&gt;
	[AXEMAN:DWARVES:4:17:AS_IS:SKELETON]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:17:AS_IS:SKELETON]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:17:AS_IS:SKELETON]&lt;br /&gt;
	[MACEMAN:DWARVES:7:17:AS_IS:SKELETON]&lt;br /&gt;
	[LASHER:DWARVES:8:17:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:17:AS_IS:SKELETON]&lt;br /&gt;
	[BOWMAN:DWARVES:11:17:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[WRESTLER:DWARVES:1:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[AXEMAN:DWARVES:4:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MACEMAN:DWARVES:7:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[LASHER:DWARVES:8:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[BOWMAN:DWARVES:11:19:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
new medical professions&lt;br /&gt;
&lt;br /&gt;
	[DOCTOR:DWARVES:0:21:AS_IS:DEFAULT]&lt;br /&gt;
	[DIAGNOSER:DWARVES:1:21:AS_IS:DEFAULT]&lt;br /&gt;
	[SURGEON:DWARVES:2:21:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_SETTER:DWARVES:3:21:AS_IS:DEFAULT]&lt;br /&gt;
	[SUTURER:DWARVES:4:21:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
&lt;br /&gt;
==v0.11==&lt;br /&gt;
*Updated text data for DF 0.31.02&lt;br /&gt;
*Added medical professions: DOCTOR (0:21), DIAGNOSER (1:21), SURGEON (2:21), BONE_SETTER (3:21), and SUTURER (4:21).&lt;br /&gt;
*minor tweaks here and there&lt;br /&gt;
&lt;br /&gt;
==v0.10==&lt;br /&gt;
*Replace skeleton and zombie tiles for basic military.  Changed tile page dimension.&lt;br /&gt;
&lt;br /&gt;
==v0.9.2==&lt;br /&gt;
*Added new icons for PRIEST(10:6), HIGH_PRIEST(10:7), SLAVE(7:1) and PRISONER(7:2).&lt;br /&gt;
==v0.9.1==&lt;br /&gt;
*Specialized champions for guards and royal guards.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16&lt;br /&gt;
==v0.9==&lt;br /&gt;
*Added in clerk, administrator, merchant/trader, diplomat, outpost liason, druid, guildrep, merchant baron and merchant prince.&lt;br /&gt;
*Some minotr tweaks here and there.&lt;br /&gt;
==v0.8==&lt;br /&gt;
*Added the bloodsucker nobles : baron, count, duke, king and their consorts.&lt;br /&gt;
*Added Taxcollector, philosopher, advisor, alchemist and dungeon master.&lt;br /&gt;
*Moved captain of the guards to 9:4, which previously contain an unreferenced tile suspected to be sheriff/captain of the guards.&lt;br /&gt;
&lt;br /&gt;
==v0.7==&lt;br /&gt;
*Added baby, child, drunk, thief and master thief.&lt;br /&gt;
*tweaks and changes here and there&lt;br /&gt;
==v0.6.1==&lt;br /&gt;
*Changed some engineers.&lt;br /&gt;
==v0.6==&lt;br /&gt;
*added jewellers, craftdrarves, fisherdwarves and engineers.&lt;br /&gt;
*lots of tweaking of military dwarves, to make their weapons stand out more.&lt;br /&gt;
*fixed a few pixel color errors.&lt;br /&gt;
*added hammerer&lt;br /&gt;
*added captain of guard (unused)&lt;br /&gt;
==v0.2==&lt;br /&gt;
*added rangers, metalsmiths&lt;br /&gt;
==v0.1==&lt;br /&gt;
*added miners, woodworkers, stoneworkers.&lt;br /&gt;
*added some farmers&lt;br /&gt;
*added basic military types&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89750</id>
		<title>File:Sphr dwarves.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89750"/>
		<updated>2010-04-11T13:24:34Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Text Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wip graphic set.&lt;br /&gt;
=Text Data=&lt;br /&gt;
&lt;br /&gt;
==DF 0.31.02==&lt;br /&gt;
&lt;br /&gt;
Sample text file for graphics (assumed filename is dwarves.bmp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_sphr_dwarves&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:DWARVES]&lt;br /&gt;
	[FILE:sphr/dwarves.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:12:22]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:DWARF]&lt;br /&gt;
	[STANDARD:DWARVES:1:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DEFAULT:DWARVES:0:0:ADD_COLOR:DEFAULT]&lt;br /&gt;
	[BABY:DWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
	[CHILD:DWARVES:3:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DRUNK:DWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
	[THIEF:DWARVES:6:0:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_THIEF:DWARVES:7:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MINER:DWARVES:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WOODWORKER:DWARVES:0:2:AS_IS:DEFAULT]&lt;br /&gt;
	[CARPENTER:DWARVES:1:2:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWYER:DWARVES:2:2:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCUTTER:DWARVES:3:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[STONEWORKER:DWARVES:0:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ENGRAVER:DWARVES:1:3:AS_IS:DEFAULT]&lt;br /&gt;
	[MASON:DWARVES:2:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ARCHITECT:DWARVES:3:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RANGER:DWARVES:0:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_CARETAKER:DWARVES:1:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_TRAINER:DWARVES:2:4:AS_IS:DEFAULT]&lt;br /&gt;
	[HUNTER:DWARVES:3:4:AS_IS:DEFAULT]&lt;br /&gt;
	[TRAPPER:DWARVES:4:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_DISSECTOR:DWARVES:5:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[METALSMITH:DWARVES:0:5:AS_IS:DEFAULT]&lt;br /&gt;
	[FURNACE_OPERATOR:DWARVES:1:5:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAPONSMITH:DWARVES:2:5:AS_IS:DEFAULT]&lt;br /&gt;
	[ARMORER:DWARVES:3:5:AS_IS:DEFAULT]&lt;br /&gt;
	[BLACKSMITH:DWARVES:4:5:AS_IS:DEFAULT]&lt;br /&gt;
	[METALCRAFTER:DWARVES:5:5:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[JEWELER:DWARVES:0:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_CUTTER:DWARVES:1:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_SETTER:DWARVES:2:6:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CRAFTSMAN:DWARVES:0:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCRAFTER:DWARVES:1:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STONECRAFTER:DWARVES:2:7:AS_IS:DEFAULT]&lt;br /&gt;
	[LEATHERWORKER:DWARVES:3:7:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_CARVER:DWARVES:4:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAVER:DWARVES:5:7:AS_IS:DEFAULT]&lt;br /&gt;
	[CLOTHIER:DWARVES:6:7:AS_IS:DEFAULT]&lt;br /&gt;
	[GLASSMAKER:DWARVES:7:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STRAND_EXTRACTOR:DWARVES:8:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FISHERY_WORKER:DWARVES:0:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISHERMAN:DWARVES:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_DISSECTOR:DWARVES:2:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_CLEANER:DWARVES:3:8:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FARMER:DWARVES:0:9:AS_IS:DEFAULT]&lt;br /&gt;
	[CHEESE_MAKER:DWARVES:1:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILKER:DWARVES:2:9:AS_IS:DEFAULT]&lt;br /&gt;
	[COOK:DWARVES:3:9:AS_IS:DEFAULT]&lt;br /&gt;
	[THRESHER:DWARVES:4:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILLER:DWARVES:5:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BUTCHER:DWARVES:6:9:AS_IS:DEFAULT]&lt;br /&gt;
	[TANNER:DWARVES:7:9:AS_IS:DEFAULT]&lt;br /&gt;
	[DYER:DWARVES:8:9:AS_IS:DEFAULT]&lt;br /&gt;
	[PLANTER:DWARVES:9:9:AS_IS:DEFAULT]&lt;br /&gt;
	[HERBALIST:DWARVES:10:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BREWER:DWARVES:11:9:AS_IS:DEFAULT]&lt;br /&gt;
	[SOAP_MAKER:DWARVES:8:10:AS_IS:DEFAULT]&lt;br /&gt;
	[POTASH_MAKER:DWARVES:9:10:AS_IS:DEFAULT]&lt;br /&gt;
	[LYE_MAKER:DWARVES:10:10:AS_IS:DEFAULT]&lt;br /&gt;
	[WOOD_BURNER:DWARVES:11:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[ENGINEER:DWARVES:0:10:AS_IS:DEFAULT]&lt;br /&gt;
	[MECHANIC:DWARVES:1:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_ENGINEER:DWARVES:2:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_OPERATOR:DWARVES:3:10:AS_IS:DEFAULT]&lt;br /&gt;
	[PUMP_OPERATOR:DWARVES:4:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:DWARVES:0:11:AS_IS:DEFAULT]&lt;br /&gt;
	[WRESTLER:DWARVES:1:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:11:AS_IS:DEFAULT]&lt;br /&gt;
	[AXEMAN:DWARVES:4:11:AS_IS:DEFAULT]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:11:AS_IS:DEFAULT]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:11:AS_IS:DEFAULT]&lt;br /&gt;
	[MACEMAN:DWARVES:7:11:AS_IS:DEFAULT]&lt;br /&gt;
	[LASHER:DWARVES:8:11:AS_IS:DEFAULT]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWMAN:DWARVES:11:11:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:12:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[AXEMAN:DWARVES:4:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MACEMAN:DWARVES:7:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[LASHER:DWARVES:8:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[BOWMAN:DWARVES:11:13:AS_IS:LAW_ENFORCE]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:14:AS_IS:LAW_ENFORCE]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[AXEMAN:DWARVES:4:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MACEMAN:DWARVES:7:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[LASHER:DWARVES:8:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[BOWMAN:DWARVES:11:15:AS_IS:TAX_ESCORT]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:16:AS_IS:TAX_ESCORT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[CLERK:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[ADMINISTRATOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[TRADER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANT:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[DIPLOMAT:DWARVES:8:3:AS_IS:DEFAULT]&lt;br /&gt;
	[OUTPOSTLIAISON:DWARVES:8:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MAYOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[LEADER:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[CAPTAIN_OF_THE_GUARD:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[SHERIFF:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[MANAGER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BOOKKEEPER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BROKER:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[HIGH_PRIEST:DWARVES:10:7:AS_IS:DEFAULT]&lt;br /&gt;
	[PRIEST:DWARVES:10:6:AS_IS:DEFAULT]&lt;br /&gt;
	[SHOPKEEPER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[SLAVE:DWARVES:7:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PRISONER:DWARVES:7:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DRUID:DWARVES:9:0:AS_IS:DEFAULT]&lt;br /&gt;
	[GUILDREP:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTBARON:DWARVES:9:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTPRINCE:DWARVES:9:3:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[TAXCOLLECTOR:DWARVES:10:0:AS_IS:DEFAULT]&lt;br /&gt;
	[EXECUTIONER:DWARVES:10:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PHILOSOPHER:DWARVES:10:2:AS_IS:DEFAULT]&lt;br /&gt;
	[ADVISOR:DWARVES:10:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ALCHEMIST:DWARVES:10:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUNGEONMASTER:DWARVES:10:5:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[BARON:DWARVES:11:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BARON_CONSORT:DWARVES:11:1:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT:DWARVES:11:2:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT_CONSORT:DWARVES:11:3:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE:DWARVES:11:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE_CONSORT:DWARVES:11:5:AS_IS:DEFAULT]&lt;br /&gt;
	[KING:DWARVES:11:6:AS_IS:DEFAULT]&lt;br /&gt;
	[KING_CONSORT:DWARVES:11:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:17:AS_IS:SKELETON]&lt;br /&gt;
	[WRESTLER:DWARVES:1:17:AS_IS:SKELETON]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:17:AS_IS:SKELETON]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:17:AS_IS:SKELETON]&lt;br /&gt;
	[AXEMAN:DWARVES:4:17:AS_IS:SKELETON]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:17:AS_IS:SKELETON]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:17:AS_IS:SKELETON]&lt;br /&gt;
	[MACEMAN:DWARVES:7:17:AS_IS:SKELETON]&lt;br /&gt;
	[LASHER:DWARVES:8:17:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:17:AS_IS:SKELETON]&lt;br /&gt;
	[BOWMAN:DWARVES:11:17:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[WRESTLER:DWARVES:1:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[AXEMAN:DWARVES:4:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MACEMAN:DWARVES:7:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[LASHER:DWARVES:8:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[BOWMAN:DWARVES:11:19:AS_IS:ZOMBIE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
new medical professions&lt;br /&gt;
&lt;br /&gt;
	[DOCTOR:DWARVES:0:21:AS_IS:DEFAULT]&lt;br /&gt;
	[DIAGNOSER:DWARVES:1:21:AS_IS:DEFAULT]&lt;br /&gt;
	[SURGEON:DWARVES:2:21:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_SETTER:DWARVES:3:21:AS_IS:DEFAULT]&lt;br /&gt;
	[SUTURER:DWARVES:4:21:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
==v0.10==&lt;br /&gt;
*Replace skeleton and zombie tiles for basic military.  Changed tile page dimension.&lt;br /&gt;
&lt;br /&gt;
==v0.9.2==&lt;br /&gt;
*Added new icons for PRIEST(10:6), HIGH_PRIEST(10:7), SLAVE(7:1) and PRISONER(7:2).&lt;br /&gt;
==v0.9.1==&lt;br /&gt;
*Specialized champions for guards and royal guards.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16&lt;br /&gt;
==v0.9==&lt;br /&gt;
*Added in clerk, administrator, merchant/trader, diplomat, outpost liason, druid, guildrep, merchant baron and merchant prince.&lt;br /&gt;
*Some minotr tweaks here and there.&lt;br /&gt;
==v0.8==&lt;br /&gt;
*Added the bloodsucker nobles : baron, count, duke, king and their consorts.&lt;br /&gt;
*Added Taxcollector, philosopher, advisor, alchemist and dungeon master.&lt;br /&gt;
*Moved captain of the guards to 9:4, which previously contain an unreferenced tile suspected to be sheriff/captain of the guards.&lt;br /&gt;
&lt;br /&gt;
==v0.7==&lt;br /&gt;
*Added baby, child, drunk, thief and master thief.&lt;br /&gt;
*tweaks and changes here and there&lt;br /&gt;
==v0.6.1==&lt;br /&gt;
*Changed some engineers.&lt;br /&gt;
==v0.6==&lt;br /&gt;
*added jewellers, craftdrarves, fisherdwarves and engineers.&lt;br /&gt;
*lots of tweaking of military dwarves, to make their weapons stand out more.&lt;br /&gt;
*fixed a few pixel color errors.&lt;br /&gt;
*added hammerer&lt;br /&gt;
*added captain of guard (unused)&lt;br /&gt;
==v0.2==&lt;br /&gt;
*added rangers, metalsmiths&lt;br /&gt;
==v0.1==&lt;br /&gt;
*added miners, woodworkers, stoneworkers.&lt;br /&gt;
*added some farmers&lt;br /&gt;
*added basic military types&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89749</id>
		<title>File:Sphr dwarves.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89749"/>
		<updated>2010-04-11T13:22:13Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wip graphic set.&lt;br /&gt;
=Text Data=&lt;br /&gt;
Text file for graphics (assumed filename is dwarves.bmp)&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
*Shopkeeper shares same tile as trader for now.&lt;br /&gt;
&lt;br /&gt;
Suggested filename : graphics_race_dwarves.txt&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_race_dwarves&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:DWARVES]&lt;br /&gt;
	[FILE:main/dwarves.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:12:21]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:DWARF]&lt;br /&gt;
	[DEFAULT:DWARVES:0:0:ADD_COLOR:DEFAULT]&lt;br /&gt;
	[STANDARD:DWARVES:1:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BABY:DWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
	[CHILD:DWARVES:3:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DRUNK:DWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
	[THIEF:DWARVES:6:0:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_THIEF:DWARVES:7:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MINER:DWARVES:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WOODWORKER:DWARVES:0:2:AS_IS:DEFAULT]&lt;br /&gt;
	[CARPENTER:DWARVES:1:2:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWYER:DWARVES:2:2:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCUTTER:DWARVES:3:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[STONEWORKER:DWARVES:0:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ENGRAVER:DWARVES:1:3:AS_IS:DEFAULT]&lt;br /&gt;
	[MASON:DWARVES:2:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ARCHITECT:DWARVES:3:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RANGER:DWARVES:0:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_CARETAKER:DWARVES:1:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_TRAINER:DWARVES:2:4:AS_IS:DEFAULT]&lt;br /&gt;
	[HUNTER:DWARVES:3:4:AS_IS:DEFAULT]&lt;br /&gt;
	[TRAPPER:DWARVES:4:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_DISSECTOR:DWARVES:5:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[METALSMITH:DWARVES:0:5:AS_IS:DEFAULT]&lt;br /&gt;
	[FURNACE_OPERATOR:DWARVES:1:5:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAPONSMITH:DWARVES:2:5:AS_IS:DEFAULT]&lt;br /&gt;
	[ARMORER:DWARVES:3:5:AS_IS:DEFAULT]&lt;br /&gt;
	[BLACKSMITH:DWARVES:4:5:AS_IS:DEFAULT]&lt;br /&gt;
	[METALCRAFTER:DWARVES:5:5:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[JEWELER:DWARVES:0:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_CUTTER:DWARVES:1:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_SETTER:DWARVES:2:6:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CRAFTSMAN:DWARVES:0:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCRAFTER:DWARVES:1:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STONECRAFTER:DWARVES:2:7:AS_IS:DEFAULT]&lt;br /&gt;
	[LEATHERWORKER:DWARVES:3:7:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_CARVER:DWARVES:4:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAVER:DWARVES:5:7:AS_IS:DEFAULT]&lt;br /&gt;
	[CLOTHIER:DWARVES:6:7:AS_IS:DEFAULT]&lt;br /&gt;
	[GLASSMAKER:DWARVES:7:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STRAND_EXTRACTOR:DWARVES:8:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FISHERY_WORKER:DWARVES:0:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISHERMAN:DWARVES:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_DISSECTOR:DWARVES:2:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_CLEANER:DWARVES:3:8:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FARMER:DWARVES:0:9:AS_IS:DEFAULT]&lt;br /&gt;
	[CHEESE_MAKER:DWARVES:1:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILKER:DWARVES:2:9:AS_IS:DEFAULT]&lt;br /&gt;
	[COOK:DWARVES:3:9:AS_IS:DEFAULT]&lt;br /&gt;
	[THRESHER:DWARVES:4:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILLER:DWARVES:5:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BUTCHER:DWARVES:6:9:AS_IS:DEFAULT]&lt;br /&gt;
	[TANNER:DWARVES:7:9:AS_IS:DEFAULT]&lt;br /&gt;
	[DYER:DWARVES:8:9:AS_IS:DEFAULT]&lt;br /&gt;
	[PLANTER:DWARVES:9:9:AS_IS:DEFAULT]&lt;br /&gt;
	[HERBALIST:DWARVES:10:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BREWER:DWARVES:11:9:AS_IS:DEFAULT]&lt;br /&gt;
	[SOAP_MAKER:DWARVES:8:10:AS_IS:DEFAULT]&lt;br /&gt;
	[POTASH_MAKER:DWARVES:9:10:AS_IS:DEFAULT]&lt;br /&gt;
	[LYE_MAKER:DWARVES:10:10:AS_IS:DEFAULT]&lt;br /&gt;
	[WOOD_BURNER:DWARVES:11:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[ENGINEER:DWARVES:0:10:AS_IS:DEFAULT]&lt;br /&gt;
	[MECHANIC:DWARVES:1:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_ENGINEER:DWARVES:2:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_OPERATOR:DWARVES:3:10:AS_IS:DEFAULT]&lt;br /&gt;
	[PUMP_OPERATOR:DWARVES:4:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:DWARVES:0:11:AS_IS:DEFAULT]&lt;br /&gt;
	[WRESTLER:DWARVES:1:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:11:AS_IS:DEFAULT]&lt;br /&gt;
	[AXEMAN:DWARVES:4:11:AS_IS:DEFAULT]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:11:AS_IS:DEFAULT]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:11:AS_IS:DEFAULT]&lt;br /&gt;
	[MACEMAN:DWARVES:7:11:AS_IS:DEFAULT]&lt;br /&gt;
	[LASHER:DWARVES:8:11:AS_IS:DEFAULT]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWMAN:DWARVES:11:11:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:12:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:13:AS_IS:GUARD]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:13:AS_IS:GUARD]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:13:AS_IS:GUARD]&lt;br /&gt;
	[AXEMAN:DWARVES:4:13:AS_IS:GUARD]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:13:AS_IS:GUARD]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:13:AS_IS:GUARD]&lt;br /&gt;
	[MACEMAN:DWARVES:7:13:AS_IS:GUARD]&lt;br /&gt;
	[LASHER:DWARVES:8:13:AS_IS:GUARD]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:13:AS_IS:GUARD]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:13:AS_IS:GUARD]&lt;br /&gt;
	[BOWMAN:DWARVES:11:13:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:14:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[AXEMAN:DWARVES:4:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MACEMAN:DWARVES:7:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[LASHER:DWARVES:8:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[BOWMAN:DWARVES:11:15:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:16:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[CLERK:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[ADMINISTRATOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[TRADER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANT:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[DIPLOMAT:DWARVES:8:3:AS_IS:DEFAULT]&lt;br /&gt;
	[OUTPOSTLIAISON:DWARVES:8:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MAYOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[LEADER:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[CAPTAIN_OF_THE_GUARD:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[SHERIFF:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[MANAGER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BOOKKEEPER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BROKER:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[HIGH_PRIEST:DWARVES:10:7:AS_IS:DEFAULT]&lt;br /&gt;
	[PRIEST:DWARVES:10:6:AS_IS:DEFAULT]&lt;br /&gt;
	[SHOPKEEPER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[SLAVE:DWARVES:7:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PRISONER:DWARVES:7:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DRUID:DWARVES:9:0:AS_IS:DEFAULT]&lt;br /&gt;
	[GUILDREP:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTBARON:DWARVES:9:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTPRINCE:DWARVES:9:3:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[TAXCOLLECTOR:DWARVES:10:0:AS_IS:DEFAULT]&lt;br /&gt;
	[EXECUTIONER:DWARVES:10:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PHILOSOPHER:DWARVES:10:2:AS_IS:DEFAULT]&lt;br /&gt;
	[ADVISOR:DWARVES:10:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ALCHEMIST:DWARVES:10:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUNGEONMASTER:DWARVES:10:5:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[BARON:DWARVES:11:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BARON_CONSORT:DWARVES:11:1:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT:DWARVES:11:2:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT_CONSORT:DWARVES:11:3:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE:DWARVES:11:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE_CONSORT:DWARVES:11:5:AS_IS:DEFAULT]&lt;br /&gt;
	[KING:DWARVES:11:6:AS_IS:DEFAULT]&lt;br /&gt;
	[KING_CONSORT:DWARVES:11:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:17:AS_IS:SKELETON]&lt;br /&gt;
	[WRESTLER:DWARVES:1:17:AS_IS:SKELETON]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:17:AS_IS:SKELETON]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:17:AS_IS:SKELETON]&lt;br /&gt;
	[AXEMAN:DWARVES:4:17:AS_IS:SKELETON]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:17:AS_IS:SKELETON]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:17:AS_IS:SKELETON]&lt;br /&gt;
	[MACEMAN:DWARVES:7:17:AS_IS:SKELETON]&lt;br /&gt;
	[LASHER:DWARVES:8:17:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:17:AS_IS:SKELETON]&lt;br /&gt;
	[BOWMAN:DWARVES:11:17:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[WRESTLER:DWARVES:1:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[AXEMAN:DWARVES:4:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MACEMAN:DWARVES:7:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[LASHER:DWARVES:8:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[BOWMAN:DWARVES:11:19:AS_IS:ZOMBIE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
==v0.10==&lt;br /&gt;
*Replace skeleton and zombie tiles for basic military.  Changed tile page dimension.&lt;br /&gt;
&lt;br /&gt;
==v0.9.2==&lt;br /&gt;
*Added new icons for PRIEST(10:6), HIGH_PRIEST(10:7), SLAVE(7:1) and PRISONER(7:2).&lt;br /&gt;
==v0.9.1==&lt;br /&gt;
*Specialized champions for guards and royal guards.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16&lt;br /&gt;
==v0.9==&lt;br /&gt;
*Added in clerk, administrator, merchant/trader, diplomat, outpost liason, druid, guildrep, merchant baron and merchant prince.&lt;br /&gt;
*Some minotr tweaks here and there.&lt;br /&gt;
==v0.8==&lt;br /&gt;
*Added the bloodsucker nobles : baron, count, duke, king and their consorts.&lt;br /&gt;
*Added Taxcollector, philosopher, advisor, alchemist and dungeon master.&lt;br /&gt;
*Moved captain of the guards to 9:4, which previously contain an unreferenced tile suspected to be sheriff/captain of the guards.&lt;br /&gt;
&lt;br /&gt;
==v0.7==&lt;br /&gt;
*Added baby, child, drunk, thief and master thief.&lt;br /&gt;
*tweaks and changes here and there&lt;br /&gt;
==v0.6.1==&lt;br /&gt;
*Changed some engineers.&lt;br /&gt;
==v0.6==&lt;br /&gt;
*added jewellers, craftdrarves, fisherdwarves and engineers.&lt;br /&gt;
*lots of tweaking of military dwarves, to make their weapons stand out more.&lt;br /&gt;
*fixed a few pixel color errors.&lt;br /&gt;
*added hammerer&lt;br /&gt;
*added captain of guard (unused)&lt;br /&gt;
==v0.2==&lt;br /&gt;
*added rangers, metalsmiths&lt;br /&gt;
==v0.1==&lt;br /&gt;
*added miners, woodworkers, stoneworkers.&lt;br /&gt;
*added some farmers&lt;br /&gt;
*added basic military types&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89748</id>
		<title>File:Sphr dwarves.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_dwarves.png&amp;diff=89748"/>
		<updated>2010-04-11T13:21:47Z</updated>

		<summary type="html">&lt;p&gt;Sphr: uploaded a new version of &amp;quot;File:Sphr dwarves.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wip graphic set.&lt;br /&gt;
=Installation=&lt;br /&gt;
#First, enable gfx tilesets.  See [[tilesets]] under Graphics sets for instructions.&lt;br /&gt;
#Save the image locally (On most browsers, right click on image, then select something similar to &amp;quot;Save image as...&amp;quot;)&lt;br /&gt;
#Convert image to 24-bit BMP. (Use your favorite image tool or you can use something like WinXP's Paint.  Open the image and select &amp;quot;File-&amp;gt;Save as...&amp;quot; then change the format to 24-bit BMP)&lt;br /&gt;
#rename the file &amp;quot;dwarves.bmp&amp;quot;&lt;br /&gt;
#Then copy the new file into raw/graphics/main  (If you choose a different sub-directory, change the corresponding reference in the text data (shown further below).&lt;br /&gt;
# Create a new text file in raw/graphics called graphics_race_dwarves.txt.&lt;br /&gt;
# Edit this file using a text editor, and copy and paste the text data shown further below in the file and save.&lt;br /&gt;
# Make sure no other txt file in raw/graphics references the same creature id. (If so, it needs to be removed from those files).&lt;br /&gt;
&lt;br /&gt;
=Text Data=&lt;br /&gt;
Text file for graphics (assumed filename is dwarves.bmp)&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
*Shopkeeper shares same tile as trader for now.&lt;br /&gt;
&lt;br /&gt;
Suggested filename : graphics_race_dwarves.txt&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_race_dwarves&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:DWARVES]&lt;br /&gt;
	[FILE:main/dwarves.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:12:21]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:DWARF]&lt;br /&gt;
	[DEFAULT:DWARVES:0:0:ADD_COLOR:DEFAULT]&lt;br /&gt;
	[STANDARD:DWARVES:1:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BABY:DWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
	[CHILD:DWARVES:3:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DRUNK:DWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
	[THIEF:DWARVES:6:0:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_THIEF:DWARVES:7:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MINER:DWARVES:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WOODWORKER:DWARVES:0:2:AS_IS:DEFAULT]&lt;br /&gt;
	[CARPENTER:DWARVES:1:2:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWYER:DWARVES:2:2:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCUTTER:DWARVES:3:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[STONEWORKER:DWARVES:0:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ENGRAVER:DWARVES:1:3:AS_IS:DEFAULT]&lt;br /&gt;
	[MASON:DWARVES:2:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ARCHITECT:DWARVES:3:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RANGER:DWARVES:0:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_CARETAKER:DWARVES:1:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_TRAINER:DWARVES:2:4:AS_IS:DEFAULT]&lt;br /&gt;
	[HUNTER:DWARVES:3:4:AS_IS:DEFAULT]&lt;br /&gt;
	[TRAPPER:DWARVES:4:4:AS_IS:DEFAULT]&lt;br /&gt;
	[ANIMAL_DISSECTOR:DWARVES:5:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[METALSMITH:DWARVES:0:5:AS_IS:DEFAULT]&lt;br /&gt;
	[FURNACE_OPERATOR:DWARVES:1:5:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAPONSMITH:DWARVES:2:5:AS_IS:DEFAULT]&lt;br /&gt;
	[ARMORER:DWARVES:3:5:AS_IS:DEFAULT]&lt;br /&gt;
	[BLACKSMITH:DWARVES:4:5:AS_IS:DEFAULT]&lt;br /&gt;
	[METALCRAFTER:DWARVES:5:5:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[JEWELER:DWARVES:0:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_CUTTER:DWARVES:1:6:AS_IS:DEFAULT]&lt;br /&gt;
	[GEM_SETTER:DWARVES:2:6:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CRAFTSMAN:DWARVES:0:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WOODCRAFTER:DWARVES:1:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STONECRAFTER:DWARVES:2:7:AS_IS:DEFAULT]&lt;br /&gt;
	[LEATHERWORKER:DWARVES:3:7:AS_IS:DEFAULT]&lt;br /&gt;
	[BONE_CARVER:DWARVES:4:7:AS_IS:DEFAULT]&lt;br /&gt;
	[WEAVER:DWARVES:5:7:AS_IS:DEFAULT]&lt;br /&gt;
	[CLOTHIER:DWARVES:6:7:AS_IS:DEFAULT]&lt;br /&gt;
	[GLASSMAKER:DWARVES:7:7:AS_IS:DEFAULT]&lt;br /&gt;
	[STRAND_EXTRACTOR:DWARVES:8:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FISHERY_WORKER:DWARVES:0:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISHERMAN:DWARVES:1:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_DISSECTOR:DWARVES:2:8:AS_IS:DEFAULT]&lt;br /&gt;
	[FISH_CLEANER:DWARVES:3:8:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[FARMER:DWARVES:0:9:AS_IS:DEFAULT]&lt;br /&gt;
	[CHEESE_MAKER:DWARVES:1:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILKER:DWARVES:2:9:AS_IS:DEFAULT]&lt;br /&gt;
	[COOK:DWARVES:3:9:AS_IS:DEFAULT]&lt;br /&gt;
	[THRESHER:DWARVES:4:9:AS_IS:DEFAULT]&lt;br /&gt;
	[MILLER:DWARVES:5:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BUTCHER:DWARVES:6:9:AS_IS:DEFAULT]&lt;br /&gt;
	[TANNER:DWARVES:7:9:AS_IS:DEFAULT]&lt;br /&gt;
	[DYER:DWARVES:8:9:AS_IS:DEFAULT]&lt;br /&gt;
	[PLANTER:DWARVES:9:9:AS_IS:DEFAULT]&lt;br /&gt;
	[HERBALIST:DWARVES:10:9:AS_IS:DEFAULT]&lt;br /&gt;
	[BREWER:DWARVES:11:9:AS_IS:DEFAULT]&lt;br /&gt;
	[SOAP_MAKER:DWARVES:8:10:AS_IS:DEFAULT]&lt;br /&gt;
	[POTASH_MAKER:DWARVES:9:10:AS_IS:DEFAULT]&lt;br /&gt;
	[LYE_MAKER:DWARVES:10:10:AS_IS:DEFAULT]&lt;br /&gt;
	[WOOD_BURNER:DWARVES:11:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[ENGINEER:DWARVES:0:10:AS_IS:DEFAULT]&lt;br /&gt;
	[MECHANIC:DWARVES:1:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_ENGINEER:DWARVES:2:10:AS_IS:DEFAULT]&lt;br /&gt;
	[SIEGE_OPERATOR:DWARVES:3:10:AS_IS:DEFAULT]&lt;br /&gt;
	[PUMP_OPERATOR:DWARVES:4:10:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[RECRUIT:DWARVES:0:11:AS_IS:DEFAULT]&lt;br /&gt;
	[WRESTLER:DWARVES:1:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:11:AS_IS:DEFAULT]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:11:AS_IS:DEFAULT]&lt;br /&gt;
	[AXEMAN:DWARVES:4:11:AS_IS:DEFAULT]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:11:AS_IS:DEFAULT]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:11:AS_IS:DEFAULT]&lt;br /&gt;
	[MACEMAN:DWARVES:7:11:AS_IS:DEFAULT]&lt;br /&gt;
	[LASHER:DWARVES:8:11:AS_IS:DEFAULT]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:11:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWMAN:DWARVES:11:11:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:12:AS_IS:DEFAULT]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:12:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:13:AS_IS:GUARD]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:13:AS_IS:GUARD]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:13:AS_IS:GUARD]&lt;br /&gt;
	[AXEMAN:DWARVES:4:13:AS_IS:GUARD]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:13:AS_IS:GUARD]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:13:AS_IS:GUARD]&lt;br /&gt;
	[MACEMAN:DWARVES:7:13:AS_IS:GUARD]&lt;br /&gt;
	[LASHER:DWARVES:8:13:AS_IS:GUARD]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:13:AS_IS:GUARD]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:13:AS_IS:GUARD]&lt;br /&gt;
	[BOWMAN:DWARVES:11:13:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:14:AS_IS:GUARD]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:14:AS_IS:GUARD]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:DWARVES:1:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[AXEMAN:DWARVES:4:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MACEMAN:DWARVES:7:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[LASHER:DWARVES:8:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[PIKEMAN:DWARVES:9:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[BLOWGUNMAN:DWARVES:10:15:AS_IS:ROYALGUARD]&lt;br /&gt;
	[BOWMAN:DWARVES:11:15:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
	[CHAMPION:DWARVES:0:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_WRESTLER:DWARVES:1:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SPEARMAN:DWARVES:2:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_SWORDSMAN:DWARVES:3:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_AXEMAN:DWARVES:4:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_HAMMERMAN:DWARVES:5:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_CROSSBOWMAN:DWARVES:6:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_MACEMAN:DWARVES:7:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_LASHER:DWARVES:8:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_BLOWGUNMAN:DWARVES:10:16:AS_IS:ROYALGUARD]&lt;br /&gt;
	[MASTER_BOWMAN:DWARVES:11:16:AS_IS:ROYALGUARD]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[CLERK:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[ADMINISTRATOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[TRADER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANT:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[DIPLOMAT:DWARVES:8:3:AS_IS:DEFAULT]&lt;br /&gt;
	[OUTPOSTLIAISON:DWARVES:8:4:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[MAYOR:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[LEADER:DWARVES:8:1:AS_IS:DEFAULT]&lt;br /&gt;
	[CAPTAIN_OF_THE_GUARD:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[SHERIFF:DWARVES:9:4:AS_IS:DEFAULT]&lt;br /&gt;
	[MANAGER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BOOKKEEPER:DWARVES:8:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BROKER:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[HIGH_PRIEST:DWARVES:10:7:AS_IS:DEFAULT]&lt;br /&gt;
	[PRIEST:DWARVES:10:6:AS_IS:DEFAULT]&lt;br /&gt;
	[SHOPKEEPER:DWARVES:8:2:AS_IS:DEFAULT]&lt;br /&gt;
	[SLAVE:DWARVES:7:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PRISONER:DWARVES:7:2:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DRUID:DWARVES:9:0:AS_IS:DEFAULT]&lt;br /&gt;
	[GUILDREP:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTBARON:DWARVES:9:2:AS_IS:DEFAULT]&lt;br /&gt;
	[MERCHANTPRINCE:DWARVES:9:3:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[TAXCOLLECTOR:DWARVES:10:0:AS_IS:DEFAULT]&lt;br /&gt;
	[EXECUTIONER:DWARVES:10:1:AS_IS:DEFAULT]&lt;br /&gt;
	[PHILOSOPHER:DWARVES:10:2:AS_IS:DEFAULT]&lt;br /&gt;
	[ADVISOR:DWARVES:10:3:AS_IS:DEFAULT]&lt;br /&gt;
	[ALCHEMIST:DWARVES:10:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUNGEONMASTER:DWARVES:10:5:AS_IS:DEFAULT]&lt;br /&gt;
	&lt;br /&gt;
	[BARON:DWARVES:11:0:AS_IS:DEFAULT]&lt;br /&gt;
	[BARON_CONSORT:DWARVES:11:1:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT:DWARVES:11:2:AS_IS:DEFAULT]&lt;br /&gt;
	[COUNT_CONSORT:DWARVES:11:3:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE:DWARVES:11:4:AS_IS:DEFAULT]&lt;br /&gt;
	[DUKE_CONSORT:DWARVES:11:5:AS_IS:DEFAULT]&lt;br /&gt;
	[KING:DWARVES:11:6:AS_IS:DEFAULT]&lt;br /&gt;
	[KING_CONSORT:DWARVES:11:7:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:17:AS_IS:SKELETON]&lt;br /&gt;
	[WRESTLER:DWARVES:1:17:AS_IS:SKELETON]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:17:AS_IS:SKELETON]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:17:AS_IS:SKELETON]&lt;br /&gt;
	[AXEMAN:DWARVES:4:17:AS_IS:SKELETON]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:17:AS_IS:SKELETON]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:17:AS_IS:SKELETON]&lt;br /&gt;
	[MACEMAN:DWARVES:7:17:AS_IS:SKELETON]&lt;br /&gt;
	[LASHER:DWARVES:8:17:AS_IS:SKELETON]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:17:AS_IS:SKELETON]&lt;br /&gt;
	[BOWMAN:DWARVES:11:17:AS_IS:SKELETON]&lt;br /&gt;
&lt;br /&gt;
	[DEFAULT:DWARVES:0:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[WRESTLER:DWARVES:1:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SPEARMAN:DWARVES:2:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[SWORDSMAN:DWARVES:3:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[AXEMAN:DWARVES:4:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[HAMMERMAN:DWARVES:5:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[CROSSBOWMAN:DWARVES:6:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MACEMAN:DWARVES:7:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[LASHER:DWARVES:8:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[MASTER_PIKEMAN:DWARVES:9:19:AS_IS:ZOMBIE]&lt;br /&gt;
	[BOWMAN:DWARVES:11:19:AS_IS:ZOMBIE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
==v0.10==&lt;br /&gt;
*Replace skeleton and zombie tiles for basic military.  Changed tile page dimension.&lt;br /&gt;
&lt;br /&gt;
==v0.9.2==&lt;br /&gt;
*Added new icons for PRIEST(10:6), HIGH_PRIEST(10:7), SLAVE(7:1) and PRISONER(7:2).&lt;br /&gt;
==v0.9.1==&lt;br /&gt;
*Specialized champions for guards and royal guards.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16&lt;br /&gt;
==v0.9==&lt;br /&gt;
*Added in clerk, administrator, merchant/trader, diplomat, outpost liason, druid, guildrep, merchant baron and merchant prince.&lt;br /&gt;
*Some minotr tweaks here and there.&lt;br /&gt;
==v0.8==&lt;br /&gt;
*Added the bloodsucker nobles : baron, count, duke, king and their consorts.&lt;br /&gt;
*Added Taxcollector, philosopher, advisor, alchemist and dungeon master.&lt;br /&gt;
*Moved captain of the guards to 9:4, which previously contain an unreferenced tile suspected to be sheriff/captain of the guards.&lt;br /&gt;
&lt;br /&gt;
==v0.7==&lt;br /&gt;
*Added baby, child, drunk, thief and master thief.&lt;br /&gt;
*tweaks and changes here and there&lt;br /&gt;
==v0.6.1==&lt;br /&gt;
*Changed some engineers.&lt;br /&gt;
==v0.6==&lt;br /&gt;
*added jewellers, craftdrarves, fisherdwarves and engineers.&lt;br /&gt;
*lots of tweaking of military dwarves, to make their weapons stand out more.&lt;br /&gt;
*fixed a few pixel color errors.&lt;br /&gt;
*added hammerer&lt;br /&gt;
*added captain of guard (unused)&lt;br /&gt;
==v0.2==&lt;br /&gt;
*added rangers, metalsmiths&lt;br /&gt;
==v0.1==&lt;br /&gt;
*added miners, woodworkers, stoneworkers.&lt;br /&gt;
*added some farmers&lt;br /&gt;
*added basic military types&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87920</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87920"/>
		<updated>2010-04-09T07:30:43Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Director's Cut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1'' (outdated)&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87919</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87919"/>
		<updated>2010-04-09T07:30:09Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Read Me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*This section is outdated&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87916</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87916"/>
		<updated>2010-04-09T07:21:21Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Recent News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
* Added a mini tile page for [[User:Sphr/gfx_set#Elves|Elves]]. 07:21, 9 April 2010 (UTC)&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_elves.png&amp;diff=87552</id>
		<title>File:Sphr elves.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_elves.png&amp;diff=87552"/>
		<updated>2010-04-08T23:52:59Z</updated>

		<summary type="html">&lt;p&gt;Sphr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sample Text Data=&lt;br /&gt;
For manual adding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_sphr_elves&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:ELVES]&lt;br /&gt;
	[FILE:sphr/elves.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:6:5]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:ELF]&lt;br /&gt;
	[CHILD:ELVES:1:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DEFAULT:ELVES:0:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DIPLOMAT:ELVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
	[CHAMPION:ELVES:3:0:AS_IS:DEFAULT]&lt;br /&gt;
	[DRUID:ELVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[WRESTLER:ELVES:0:1:AS_IS:DEFAULT]&lt;br /&gt;
	[WRESTLER:ELVES:0:2:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_WRESTLER:ELVES:0:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[SWORDSMAN:ELVES:1:1:AS_IS:DEFAULT]&lt;br /&gt;
	[SWORDSMAN:ELVES:1:2:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_SWORDSMAN:ELVES:1:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[SPEARMAN:ELVES:2:1:AS_IS:DEFAULT]&lt;br /&gt;
	[SPEARMAN:ELVES:2:2:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_SPEARMAN:ELVES:2:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
	[BOWMAN:ELVES:3:1:AS_IS:DEFAULT]&lt;br /&gt;
	[BOWMAN:ELVES:3:2:AS_IS:LAW_ENFORCE]&lt;br /&gt;
	[MASTER_BOWMAN:ELVES:3:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87550</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87550"/>
		<updated>2010-04-08T23:51:56Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:black;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image:Sphr_elves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87546</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87546"/>
		<updated>2010-04-08T23:48:09Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87545</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87545"/>
		<updated>2010-04-08T23:47:53Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''mini pack version 0.1''&lt;br /&gt;
&lt;br /&gt;
(transparent png)&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87494</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=87494"/>
		<updated>2010-04-08T23:21:16Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Temp stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;br /&gt;
[[Image:Sphr_elves.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_elves.png&amp;diff=87487</id>
		<title>File:Sphr elves.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_elves.png&amp;diff=87487"/>
		<updated>2010-04-08T23:20:33Z</updated>

		<summary type="html">&lt;p&gt;Sphr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=83457</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=83457"/>
		<updated>2010-04-05T06:56:33Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Temp stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=83456</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=83456"/>
		<updated>2010-04-05T06:56:19Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Director's Cut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[tileset repository]] or [[graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temp stuff==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_delta1.png]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_delta1.png&amp;diff=83453</id>
		<title>File:Sphr delta1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_delta1.png&amp;diff=83453"/>
		<updated>2010-04-05T06:54:55Z</updated>

		<summary type="html">&lt;p&gt;Sphr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23472</id>
		<title>40d:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23472"/>
		<updated>2008-08-31T15:03:06Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Gaining experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''Experience''' represents how much a certain [[dwarf]] (or other [[humanoid|intelligent creature]]) has learned about a certain subject, or on a whole. It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Experience points are never displayed directly, except in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached.  Attribute increases happen when a certain total number of points is reached.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;''Dwarfname'' is more experienced.&amp;quot; signifies an attribute increase. Skill increases are not announced unless the increase changes a dwarf's [[jobs|profession]] (&amp;quot;''Dwarfname'' has become a ''new profession''.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Gaining experience ==&lt;br /&gt;
&lt;br /&gt;
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. Constructing or destroying [[buildings]] also does not give experience (except when [[architecture]] is used).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; |'''Known Experience Values'''&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || Dig                    || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || Remove Ramp(natural)   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Bowyer]]            || Make wooden [[crossbow]]   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Carpenter]]         || Construct [[bed]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Engraver]]          || [[Smooth]] or detail a [[floor]] || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Engraver]]          || Smooth or detail a [[wall]]  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Mason]]             || Construct rock object  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood crafter]]      || Make wooden [[bolt]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Stonecrafter]]      || Make stone [[crafts]]/[[mug]]s/[[toy]]s/[[instrument]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Building designer]] || Construct [[building]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Mechanic]]    || Link a Building to Trigger       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]    || Load [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]    || Fire [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Gather [[silk]]            || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Weave any [[cloth]]        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood Cutter]]       || Fell [[tree]]              || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Butcher]]           || Slaughter [[animal]]       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Brewer]]            || Brew one [[alcohol|batch]]         || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Cook]]              || Cook any [[meal]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Harvest [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Plant [[seeds]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Herbalist]]         || Gather [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Strand extractor]]  || Extract [[Adamantine]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Varies            || Create [[artifact]]        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 20,000&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Military Skill'''   || '''Task'''        ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Marksdwarf]]        || Shoot at archery range || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing skills ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
For item-crafting purposes, there are actually 21 skill levels, from 0 (dabbling) to 21 (Legendary+5).  The skill levels Legendary through Legendary+5 are all shown as Legendary, but are actually separate levels. You can't find out exactly when a dwarf gets to Legendary+5, but it will happen 1000xp before their eighth attribute if they have no other skills, so when they get eight attributes, they are at Legendary+5. Masterpieces happen 15% of the time when Legendary, but 27% of the time when Legendary+5, based off of a random d20 roll.  Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|-&lt;br /&gt;
|              || style=&amp;quot;color: white;&amp;quot; | .&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute]] increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32954</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32954"/>
		<updated>2008-08-30T21:09:48Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Sample Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3473-steelfortress Steelfortress - 48 Early Winter] - more progress on '''Project Skynet'''.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23471</id>
		<title>40d:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23471"/>
		<updated>2008-08-30T18:35:01Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Gaining experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''Experience''' represents how much a certain [[dwarf]] (or other [[humanoid|intelligent creature]]) has learned about a certain subject, or on a whole. It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Experience points are never displayed directly, except in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached.  Attribute increases happen when a certain total number of points is reached.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;''Dwarfname'' is more experienced.&amp;quot; signifies an attribute increase. Skill increases are not announced unless the increase changes a dwarf's [[jobs|profession]] (&amp;quot;''Dwarfname'' has become a ''new profession''.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Gaining experience ==&lt;br /&gt;
&lt;br /&gt;
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. Constructing or destroying [[buildings]] also does not give experience (except when [[architecture]] is used).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; |'''Known Experience Values'''&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || Dig                    || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || Remove Ramp(natural)   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Bowyer]]            || Make wooden [[crossbow]]   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Carpenter]]         || Construct [[bed]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Engraver]]          || [[Smooth]] or detail a [[floor]] || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Engraver]]          || Smooth or detail a [[wall]]  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Mason]]             || Construct rock object  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood crafter]]      || Make wooden [[bolt]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Stonecrafter]]      || Make stone [[crafts]]/[[mug]]s/[[toy]]s/[[instrument]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Building designer]] || Construct [[building]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]          || Load [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]          || Fire [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Gather [[silk]]            || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Weave any [[cloth]]        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood Cutter]]       || Fell [[tree]]              || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Butcher]]           || Slaughter [[animal]]       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Brewer]]            || Brew one [[alcohol|batch]]         || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Cook]]              || Cook any [[meal]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Harvest [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Plant [[seeds]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Herbalist]]         || Gather [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Strand extractor]]  || Extract [[Adamantine]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Varies            || Create [[artifact]]        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 20,000&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Military Skill'''   || '''Task'''        ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Marksdwarf]]        || Shoot at archery range || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing skills ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
For item-crafting purposes, there are actually 21 skill levels, from 0 (dabbling) to 21 (Legendary+5).  The skill levels Legendary through Legendary+5 are all shown as Legendary, but are actually separate levels. You can't find out exactly when a dwarf gets to Legendary+5, but it will happen 1000xp before their eighth attribute if they have no other skills, so when they get eight attributes, they are at Legendary+5. Masterpieces happen 15% of the time when Legendary, but 27% of the time when Legendary+5, based off of a random d20 roll.  Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|-&lt;br /&gt;
|              || style=&amp;quot;color: white;&amp;quot; | .&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute]] increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32953</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32953"/>
		<updated>2008-08-28T06:14:24Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Recent News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32952</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32952"/>
		<updated>2008-08-28T06:14:09Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Recent News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#River.2FLake_Creatures|River/Lake Creatures]] : uploaded v1.0. -- [[User:Sphr|Sphr]] 02:14, 28 August 2008 (EDT)&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32951</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32951"/>
		<updated>2008-08-28T06:12:36Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* River/Lake Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==River/Lake Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_riverlake.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | HIPPO&amp;lt;br/&amp;gt;FISH_GAR_LONGNOSE&amp;lt;br/&amp;gt;FISH_CARP&amp;lt;br/&amp;gt;FISH_TIGERFISH&amp;lt;br/&amp;gt;FISH_PIKE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_creature_large_riverlake.png&amp;diff=44604</id>
		<title>File:Sphr creature large riverlake.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_creature_large_riverlake.png&amp;diff=44604"/>
		<updated>2008-08-28T06:09:14Z</updated>

		<summary type="html">&lt;p&gt;Sphr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
#Save the image locally (On most browsers, right click on image, then select something similar to &amp;quot;Save image as...&amp;quot;)&lt;br /&gt;
#Convert image to 24-bit BMP. (Use your favorite image tool or you can use something like WinXP's Paint.  Open the image and select &amp;quot;File-&amp;gt;Save as...&amp;quot; then change the format to 24-bit BMP)&lt;br /&gt;
#rename and move the file to &amp;quot;raw/graphics/creature/large_riverlake.bmp&amp;quot;&lt;br /&gt;
#Create a text file named &amp;quot;graphics_creature_large_riverlake.txt&amp;quot; in raw/graphics.  Open the text file in some text editor and copy and paste the text from the Text Data section below into the file.  Save the file.  Also make sure that no other text files in the raw/graphics contains the creature entries found in the Text Data section.  (If they exists, you need to remove those entries)&lt;br /&gt;
&lt;br /&gt;
=Text Data=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_creature_large_riverlake&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:RIVERLAKE]&lt;br /&gt;
	[FILE:creature/large_riverlake.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:4:5]&lt;br /&gt;
[CREATURE_GRAPHICS:HIPPO]&lt;br /&gt;
        [DEFAULT:RIVERLAKE:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:RIVERLAKE:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:RIVERLAKE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:RIVERLAKE:3:0:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:FISH_GAR_LONGNOSE]&lt;br /&gt;
        [DEFAULT:RIVERLAKE:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:RIVERLAKE:1:1:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:RIVERLAKE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:RIVERLAKE:3:0:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:FISH_CARP]&lt;br /&gt;
        [DEFAULT:RIVERLAKE:0:2:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:RIVERLAKE:1:2:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:RIVERLAKE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:RIVERLAKE:3:0:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:FISH_TIGERFISH]&lt;br /&gt;
        [DEFAULT:RIVERLAKE:0:3:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:RIVERLAKE:1:3:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:RIVERLAKE:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:RIVERLAKE:3:0:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:FISH_PIKE]&lt;br /&gt;
        [DEFAULT:RIVERLAKE:0:4:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:RIVERLAKE:1:4:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:RIVERLAKE:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:RIVERLAKE:3:4:AS_IS:SKELETON]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=change log=&lt;br /&gt;
* v1.0. First upload -- 02:09, 28 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_creature_large_riverlake.png&amp;diff=44603</id>
		<title>File:Sphr creature large riverlake.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_creature_large_riverlake.png&amp;diff=44603"/>
		<updated>2008-08-28T06:06:17Z</updated>

		<summary type="html">&lt;p&gt;Sphr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32950</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32950"/>
		<updated>2008-08-26T18:19:52Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Recent News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*'''[[User:Sphr/gfx_set#Director.27s_Cut|Director's Cut]]''' : updated to v5.1.&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32949</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32949"/>
		<updated>2008-08-26T18:18:34Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32948</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32948"/>
		<updated>2008-08-26T18:17:47Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Director's Cut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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, so it's ready for direct use. Available at '''version 5''' -- 12:41, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5.1''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32947</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32947"/>
		<updated>2008-08-26T18:17:36Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Director's Cut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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, so it's ready for direct use. Available at '''version 5''' -- 12:41, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5.1]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32946</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32946"/>
		<updated>2008-08-26T18:08:57Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Recent News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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, so it's ready for direct use. Available at '''version 5''' -- 12:41, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32945</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32945"/>
		<updated>2008-08-26T18:07:55Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Mountain Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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, so it's ready for direct use. Available at '''version 5''' -- 12:41, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* v1.1 Corrected the mistake where the skeleton and zombie columns are swapped.&lt;br /&gt;
* v1.0 First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sphr_creature_large_mountain.png&amp;diff=44561</id>
		<title>File:Sphr creature large mountain.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sphr_creature_large_mountain.png&amp;diff=44561"/>
		<updated>2008-08-26T18:04:50Z</updated>

		<summary type="html">&lt;p&gt;Sphr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
#Save the image locally (On most browsers, right click on image, then select something similar to &amp;quot;Save image as...&amp;quot;)&lt;br /&gt;
#Convert image to 24-bit BMP. (Use your favorite image tool or you can use something like WinXP's Paint.  Open the image and select &amp;quot;File-&amp;gt;Save as...&amp;quot; then change the format to 24-bit BMP)&lt;br /&gt;
#rename and move the file to &amp;quot;raw/graphics/creature/large_mountain.bmp&amp;quot;&lt;br /&gt;
#Create a text file named &amp;quot;graphics_creature_large_mountain.txt&amp;quot; in raw/graphics.  Open the text file in some text editor and copy and paste the text from the Text Data section below into the file.  Save the file.  Also make sure that no other text files in the raw/graphics contains the creature entries found in the Text Data section.  (If they exists, you need to remove those entries)&lt;br /&gt;
&lt;br /&gt;
=Text Data=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
graphics_creature_large_mountain&lt;br /&gt;
&lt;br /&gt;
[OBJECT:GRAPHICS]&lt;br /&gt;
&lt;br /&gt;
[TILE_PAGE:MOUNTAIN]&lt;br /&gt;
	[FILE:creature/large_mountain.bmp]&lt;br /&gt;
	[TILE_DIM:16:16]&lt;br /&gt;
	[PAGE_DIM:4:5]&lt;br /&gt;
&lt;br /&gt;
[CREATURE_GRAPHICS:GOAT_MOUNTAIN]&lt;br /&gt;
        [DEFAULT:MOUNTAIN:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MOUNTAIN:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:MOUNTAIN:2:0:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:MOUNTAIN:3:0:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:MARMOT_HOARY]&lt;br /&gt;
        [DEFAULT:MOUNTAIN:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MOUNTAIN:1:1:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:MOUNTAIN:2:1:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:MOUNTAIN:3:1:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:BIRD_EAGLE_GIANT]&lt;br /&gt;
        [DEFAULT:MOUNTAIN:0:2:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MOUNTAIN:1:2:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:MOUNTAIN:2:2:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:MOUNTAIN:3:2:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:GNOME_MOUNTAIN]&lt;br /&gt;
        [DEFAULT:MOUNTAIN:0:3:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MOUNTAIN:1:3:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:MOUNTAIN:2:3:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:MOUNTAIN:3:3:AS_IS:SKELETON]&lt;br /&gt;
[CREATURE_GRAPHICS:GNOME_DARK]&lt;br /&gt;
        [DEFAULT:MOUNTAIN:0:4:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MOUNTAIN:1:4:AS_IS:DEFAULT]&lt;br /&gt;
        [ZOMBIE:MOUNTAIN:2:4:AS_IS:ZOMBIE]&lt;br /&gt;
        [SKELETON:MOUNTAIN:3:4:AS_IS:SKELETON]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=change log=&lt;br /&gt;
* v1.1. Corrected the mistake where the zombie column and the skeleton column are swapped. -- [[User:Sphr|Sphr]] 14:04, 26 August 2008 (EDT)&lt;br /&gt;
* v1.0. First upload -- 08:13, 23 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32944</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32944"/>
		<updated>2008-08-24T11:33:36Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Sample Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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, so it's ready for direct use. Available at '''version 5''' -- 12:41, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3429 Steel Steelfortress - 47 Mid Spring] - '''Project Skynet''' has begun.  '''Project Earthweb''' is currently under design.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32943</id>
		<title>User:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphr/gfx_set&amp;diff=32943"/>
		<updated>2008-08-23T16:42:42Z</updated>

		<summary type="html">&lt;p&gt;Sphr: /* Director's Cut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
''You may be looking for general information on [[tilesets]], [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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, so it's ready for direct use. Available at '''version 5''' -- 12:41, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Read Me=&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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 ;)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
=Recent News=&lt;br /&gt;
*[[User:Sphr/gfx_set#Mountain_Creatures|Mountain Creatures]] : uploaded v1.0 -- 08:18, 23 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Fanciful_Creatures|Fanciful Creatures]] : uploaded v1.0 -- 05:15, 17 August 2008 (EDT)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[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)&lt;br /&gt;
*Finally got my hands dirty with character set.  Result is [[User:Sphr/gfx_set#Character_Tileset|here]].&lt;br /&gt;
*[[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)&lt;br /&gt;
*Added a mini tile page for [[User:Sphr/gfx_set#Kobolds|Kobolds]]. -- 09:25, 2 August 2008 (EDT)&lt;br /&gt;
*Added [[User:Sphr/gfx_set#Standard_Creatures|Standard Creatures]] and updated [[User:Sphr/gfx_set#Dwarves|Dwarves]] secretly and quietly...&lt;br /&gt;
*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).&lt;br /&gt;
*[[User:Sphr/gfx_set#Subterranean_Creatures|Subterranean Creatures]]. : uploaded v1.0 -- 10:55, 10 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Humans|Humans]] : updated to v0.5, added skeletons. -- 10:21, 5 January 2008 (EST)&lt;br /&gt;
*[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] : uploaded v1.0. -- 05:02, 5 January 2008 (EST)&lt;br /&gt;
*[[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)&lt;br /&gt;
*[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded v1.0 -- 12:50, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
(you can skip this part... really)&lt;br /&gt;
&lt;br /&gt;
==My Guidelines==&lt;br /&gt;
&lt;br /&gt;
My guidelines in tile pixel art:&lt;br /&gt;
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.&lt;br /&gt;
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.&lt;br /&gt;
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -&amp;gt; nice-looking game -&amp;gt; happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.&lt;br /&gt;
&lt;br /&gt;
I may not always satisfy my own guidelines sufficiently all the time, given the large number of tiles that have to be produced for the gfx set to become usable at the basic level, but I keep the guidelines in mind whenever I do new tiles or remake old ones, when I find better ideas, since I AM producing it for my own benefit and use, motivation will lasts as long as I play the game.  But since I find the gfx somewhat useful (could be subjective) I decided to start completing the basic tileset and share it, all in the hope of improving the experiences of some of the players/fans of ToadyOne and ThreeToe's amazing work.&lt;br /&gt;
&lt;br /&gt;
If there are suggestions, especially on improving things according to my 3 guidelines (well, number 3 is a little subjective), please add to this page's [[User_talk:Sphr/gfx_set|discussion]].  But please do understand that this work is first and foremost meant for myself,  so I may not (and will probably never) be able to accommodate all requests.  But if I find feasible ideas that can be streamlined into my own goals, and that I can find time to do it, I will incorporate them.  So please do not feel slighted/offended if I reject some ideas.&lt;br /&gt;
&lt;br /&gt;
==What am I up to now?==&lt;br /&gt;
*Up to the neck with work.  Stealing a moment to have a little fun.  But DF's too addictive for a 'little' fun.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgements==&lt;br /&gt;
*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 &amp;quot;competitor&amp;quot; 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*&lt;br /&gt;
*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 &amp;quot;publish&amp;quot; them).  *salutes*&lt;br /&gt;
&lt;br /&gt;
=Race Sets=&lt;br /&gt;
Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]].&lt;br /&gt;
==Dwarves==&lt;br /&gt;
''Version 0.10''&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*(v0.10) Replaced sksleton and zombie tiles for basic military.  Extended the tilepage dimension by 2 rows.&lt;br /&gt;
*(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)&lt;br /&gt;
*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 ;)&lt;br /&gt;
*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.&lt;br /&gt;
*(v0.9.1) After a couple of my guards reach champion status, I realised that they become indistinguishable from the controllable champions in the military.  So I specialized them.  For uniformity, all champions wear golden armor.  Champion Fortress Guards wear red capes.  Champion Royal Guards wear purple capes.  Captain of the Guard now wears a blue cape.  Normal champions stays the same (capeless).  Unfortunately, this specialization means that I have to make some changes to DQ's organization.  Although a copy of the champion tile is still kept at 0:5 for compatibility with DQ v0.94, the new designated positions for CHAMPION:DEFAULT is 0:12, CHAMPION:GUARD is 0:14 and CHAMPION:ROYALGUARD is 0:16 (occupies the free tile below that of RECRUIT:DEFAULT, RECRUIT:GUARD and RECRUIT:ROYALGUARD.  And I'm also keeping the convention of controllable military units faces left, civilians and other non-controllable military units (guards/royal guards) faces right.  Hopefully this helps in making it even more distinguishable.  If the bitmap is simply copied over an existing DQ installation, it will still work, but you won't get the new champions guard/royal guard.  To get them, you have to use the updated text data available on the image's page.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves.png]]&lt;br /&gt;
&lt;br /&gt;
===12x12 (targeting 960x300)===&lt;br /&gt;
Still v0.9.  Will update after collating more changes.&lt;br /&gt;
 NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian.&lt;br /&gt;
&lt;br /&gt;
This is automatically shrunk from the 16x16 versions with no manual tweaking.  So some tiles may become recognizable/unusable.  As this is a automatically derived version from 16x16 one, no direct support will be given for this version at this time as I don't want to maintain 2 different sets manually. Just providing an additional channel for people who wants 12x12 instead.&lt;br /&gt;
&lt;br /&gt;
Also, if you think you have a better way of re-sampling the image, you can start from the original 16x16 version.&lt;br /&gt;
&lt;br /&gt;
For the text data, refer to the one for 16x16, but change the line &amp;lt;pre&amp;gt;[TILE_DIM:16:16]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[TILE_DIM:12:12]&amp;lt;/pre&amp;gt;.  Everything else should be the same.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Most of the following are real captures.  A few are faked.  Faked doesn't mean that it cannot be done in-game, just that I didn't want to spend the time to do that.&lt;br /&gt;
{| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of civilian professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_civilian.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| List of military professions in Status Screen.&lt;br /&gt;
|[[Image:Sphr_sample_military.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Whose's &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt; is that on the barracks floor *THIS* time?&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_barracks.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A &amp;lt;span style=&amp;quot;color:yellow;font-weight:bold&amp;quot;&amp;gt;Tax Collector&amp;lt;/span&amp;gt;'s day starts in the booze stockpile of the Dining Room.&lt;br /&gt;
|[[Image:Sphr_sample_diningroom.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| When &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; isn't out executing innocent craft dwarves given impossible tasks that are doomed to fail by the evil Nobles of the Empire, he enjoys a quiet evening in his room amidst valuable metal ammo that he had 'claimed' in the name of the Empire.  &lt;br /&gt;
&lt;br /&gt;
His favourite line: &amp;lt;span style=&amp;quot;color:lightgrey;background:black&amp;quot;&amp;gt;''May the &amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Dark Side&amp;lt;/span&amp;gt; of the Fortress be with you...''&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[Image:Sphr_sample_darth_hammer.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; comes to survey the &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Storm&amp;lt;/span&amp;gt;... eh... &amp;lt;span style=&amp;quot;color:white;font-weight:bold&amp;quot;&amp;gt;Fortress Guards&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Royal Guards&amp;lt;/span&amp;gt; accepts his authority in the absence of the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Emperor&amp;lt;/span&amp;gt;... uh... I mean the &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;King&amp;lt;/span&amp;gt;.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_mockparade.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A drinking session between &amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;Dungeon-&amp;quot;I love chains&amp;quot;-Master&amp;lt;/span&amp;gt; and his drinking buddy, &amp;lt;span style=&amp;quot;color:darkgrey;font-weight:bold&amp;quot;&amp;gt;Armorer Al&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Do you have to bring that silly chain everywhere you go?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Why not?  I love chains.  I love to forge them, I love to use them ... eh.. when chaining animals of course.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: No need to explain, I won't probe further.  At least it was better than that stinking whip you carried last time.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: I love whips too.  I mean... they are used for training animals...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: ...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Really!&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: Speaking of animals, do you HAVE to come to booze session with all the dogs you trained?  Escaped the chains that YOU forged... AGAIN huh?&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: It wasn't really the faults my chai...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;:Oh my... what the... did you see what that dog did??  Into that wine barrel??? DID YOU SEE WHAT IT DID???&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:purple;font-weight:bold&amp;quot;&amp;gt;DM&amp;lt;/span&amp;gt;: Don't worry, nobody will notice the difference.  It should be harmless to the body.  In fact, it could be ACTUALLY be nutritious...&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:grey;font-weight:bold&amp;quot;&amp;gt;Al&amp;lt;/span&amp;gt;: I'm NEVER going to drink from a booze stockpile that you've visited...  EVER!&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Sphr_sample_dm_drinkingsession.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A busy day at the trading depot.&lt;br /&gt;
&lt;br /&gt;
(Animals are not included in dwarves set. See Domestic Animals in Others section).&lt;br /&gt;
|[[Image:Sphr_sample_trading_depot.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The dwarvern gods have decided that a couple of nobles just made one mandate too many...&lt;br /&gt;
&lt;br /&gt;
Dwarvern gods' Mandate: a row of cheapskate 1x2 tombs...  &lt;br /&gt;
&lt;br /&gt;
Can probably lasts about 5 migrations.&lt;br /&gt;
|[[Image:Sphr_sample_dwarves_tomb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
''Version 0.2''&lt;br /&gt;
&lt;br /&gt;
Just when I wanted to take a break, the goblins invade...&lt;br /&gt;
Currently only do enough to handle goblin's invasion + goblin thieves. No ETA on future additions (on need basis).&lt;br /&gt;
&lt;br /&gt;
Version 0.2 adds the &amp;quot;Blood Horns&amp;quot;, the equivalent of the goblin's fortress guards, named for the red horns of their elite soldiers.  Being not very particular about hygiene, Blood Horns often use actual blood to color their attire.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Standalone update-friendly version&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_goblins.png]]&lt;br /&gt;
|[[Image:Sphr_goblins_dqc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rookie goblin invader party.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ast the unlucky engineer was reloading a cage trap near the edge of the region when the goblins arrived.  He tried to run, but the goblin Pikemaster was faster.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders2.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The Champion Squad is dispatched, and as ammo runs out, battle enters melee range.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders3.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The battle is won with the invaders killed or chased off.  But there was a casualty: a champion who wanted to pick up used ammo on the ground but entered a &amp;quot;Pick up equipment interrupted by goblin blah blah blah&amp;quot; loop and practically got slaughtered while standing still like a duck...  Shows that you can wean them through countless dangerous sparring sessions and it still doesn't give them brains...;)&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders4.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| To a dwarf, the most popular tile for goblins comes inbuilt in the game.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_invaders5.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A happy family of 5 goblin thieves sits in cages on my animal stockpile, awaiting a one way trip to the execution square.&lt;br /&gt;
&lt;br /&gt;
Remember the rule concerning thieves: ''dogs for kobolds and cages for goblins''.&lt;br /&gt;
|[[Image:Sphr_sample_goblin_thieves.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
''preview''&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elven Traders on Bactrian Camels???  Maybe they came from the Desert...&lt;br /&gt;
&lt;br /&gt;
Camels not included.&lt;br /&gt;
|[[Image:Sphr_sample_elven_traders.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
''minipack Version 0.1''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_kobolds.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Thief!  Protect the hoard from the skulking filth!&lt;br /&gt;
|[[Image:Sphr_sample_kobold_thief.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
Version 0.6&lt;br /&gt;
&lt;br /&gt;
Note: I am too lazy to update the dyc version.  Blame me.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.5 adds skeletons and elite skeletons.  Elite skeletons only available in the non DQ compatible one as it requires extra rows.&lt;br /&gt;
* 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.&lt;br /&gt;
* 0.3 is first version made public.  Now has merchants, peasant, child and all military, guards and royal guards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===16x16 (targeting 1280x400)===&lt;br /&gt;
For more details and installation instructions, see image page itself (click on one of the images below).&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|new organization&lt;br /&gt;
|Dystopian Qantas v0.94 compatible version (not updated)&lt;br /&gt;
&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_humans.png]]&lt;br /&gt;
|[[Image:Sphr_humans_dyc.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(Only 16x16 versions are shown)&lt;br /&gt;
{| &lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armed human trading convoy.  Strange that they pair up a horse with a muskox.&lt;br /&gt;
&lt;br /&gt;
Animals not included.&lt;br /&gt;
|[[Image:Sphr_sample_human_traders.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| The mayor meets the human merchant prince in his cluttered office.&lt;br /&gt;
|[[Image:Sphr_sample_human_merchant_prince.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Some sort of  town hall in a human town in Adventurer mode.  Featuring peasants, child, sword guard, mace guard and the human swordsman adventurer.&lt;br /&gt;
|[[Image:Sphr_sample_human_townhall.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Duel with a spear master in a ruin site.&lt;br /&gt;
&lt;br /&gt;
I think that guy's a skeleton.&lt;br /&gt;
&lt;br /&gt;
That means I'm missing some skeleton tiles...&lt;br /&gt;
|[[Image:Sphr_sample_human_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Same ruins, same skeleton, brand new tile.&lt;br /&gt;
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Master swordsman meets giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Starting to turn and run.&lt;br /&gt;
|[[Image:Sphr_sample_human_elite_swordsman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Creature Sets=&lt;br /&gt;
==Domestic Animals==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_animals_domestic.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | DOG&amp;lt;br/&amp;gt;CAT&amp;lt;br/&amp;gt;COW&amp;lt;br/&amp;gt;HORSE&amp;lt;br/&amp;gt;MULE&amp;lt;br/&amp;gt;DONKEY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Domestic animals at a meeting zone.&lt;br /&gt;
&lt;br /&gt;
Featuring cats Mk2.&lt;br /&gt;
| [[Image:Sphr_sample_dogs_n_cats.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tundra Animals==&lt;br /&gt;
''v1.1''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_tundra.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | MUSKOX&amp;lt;br/&amp;gt;ELK&amp;lt;br/&amp;gt;BEAR_POLAR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muskox pulling a merchant's wagon.&lt;br /&gt;
| [[Image:Sphr_sample_muskox.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elk seen on outskirts of human town.&lt;br /&gt;
| [[Image:Sphr_sample_elk.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| (Reserved for polar bear)&lt;br /&gt;
| (don't have it yet)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Subterranean Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_subterranean.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |CROCODILE_CAVE&amp;lt;br/&amp;gt;TOAD_GIANT&amp;lt;br/&amp;gt;OLM_GIANT&amp;lt;br/&amp;gt;BAT_GIANT&amp;lt;br/&amp;gt;RAT_GIANT&amp;lt;br/&amp;gt;RAT_LARGE&amp;lt;br/&amp;gt;MOLE_DOG_NAKED&amp;lt;br/&amp;gt;TROGLODYTE&amp;lt;br/&amp;gt;MOLE_GIANT&amp;lt;br/&amp;gt;IMP_FIRE&amp;lt;br/&amp;gt;SPIDER_CAVE_GIANT&amp;lt;br/&amp;gt;ELEMENTMAN_FIRE&amp;lt;br/&amp;gt;ELEMENTMAN_MAGMA&amp;lt;br/&amp;gt;ELEMENTMAN_IRON&amp;lt;br/&amp;gt;ELEMENTMAN_MUD&amp;lt;br/&amp;gt;OLMMAN&amp;lt;br/&amp;gt;CAVE_SWALLOWMAN&amp;lt;br/&amp;gt;BIRD_SWALLOW_CAVE_GIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lava creatures&lt;br /&gt;
| [[Image:Sphr_sample_fireman_fireimp_magmaman.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant cave swallow in a ... mm... cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_swallow.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Giant bat in the same cave.&lt;br /&gt;
| [[Image:Sphr_sample_giant_bat.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| It may not be the mightiest, but it certainly is one of the DEADLIEST.  &lt;br /&gt;
&lt;br /&gt;
Giant cave spider.  &lt;br /&gt;
&lt;br /&gt;
Run, adventurer, run.  While you still can.&lt;br /&gt;
| [[Image:Sphr_sample_giant_cave_spider.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Troglodyte in a tunnel.  &lt;br /&gt;
&lt;br /&gt;
Yes, this is the reptilian version.  I choose this so that the yellow glowing eyes seems more natural.&lt;br /&gt;
| [[Image:Sphr_sample_troglodyte.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| IMO one of the stranger creatures I've come across.  Cave swallowman.  &lt;br /&gt;
&lt;br /&gt;
I could only guess from the raw data : armless body, 2 wings, beak, equips....&lt;br /&gt;
| [[Image:Sphr_sample_cave_swallowman.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Standard Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For more details and installation instructions, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Image:Sphr_standard.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; |GREMLIN&amp;lt;br/&amp;gt;WIZARD&amp;lt;br/&amp;gt;FROGMAN&amp;lt;br/&amp;gt;LIZARDMAN&amp;lt;br/&amp;gt;SNAKEMAN&amp;lt;br/&amp;gt;RATMAN&amp;lt;br/&amp;gt;BATMAN&amp;lt;br/&amp;gt;ANTMAN&amp;lt;br/&amp;gt;TROLL&amp;lt;br/&amp;gt;OGRE&amp;lt;br/&amp;gt;UNICORN&amp;lt;br/&amp;gt;DRAGON&amp;lt;br/&amp;gt;TREANT&amp;lt;br/&amp;gt;SATYR&amp;lt;br/&amp;gt;DEMON&amp;lt;br/&amp;gt;SPIRIT_OF_FIRE&amp;lt;br/&amp;gt;FROG_DEMON&amp;lt;br/&amp;gt;TENTACLE_DEMON&amp;lt;br/&amp;gt;TITAN&amp;lt;br/&amp;gt;COLOSSUS_BRONZE&amp;lt;br/&amp;gt;GIANT&amp;lt;br/&amp;gt;CYCLOPS&amp;lt;br/&amp;gt;ETTIN&amp;lt;br/&amp;gt;MINOTAUR&amp;lt;br/&amp;gt;SASQUATCH&amp;lt;br/&amp;gt;BLIZZARD_MAN&amp;lt;br/&amp;gt;WOLF_ICE&amp;lt;br/&amp;gt;BEAK_DOG&amp;lt;br/&amp;gt;GRIMELING&amp;lt;br/&amp;gt;WEREWOLF&amp;lt;br/&amp;gt;BLENDEC_FOUL&amp;lt;br/&amp;gt;STRANGLER&amp;lt;br/&amp;gt;NIGHTWING&amp;lt;br/&amp;gt;HARPY&amp;lt;br/&amp;gt;HYDRA&amp;lt;br/&amp;gt;MERPERSON&amp;lt;br/&amp;gt;SEA_SERPENT&amp;lt;br/&amp;gt;SEA_MONSTER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sample Screenshots===&lt;br /&gt;
(using 16x16 tiles)&lt;br /&gt;
{|&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=The hydra, first of the ''Megabeasts Series''.&lt;br /&gt;
| img=Sphr_sample_hydra.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=Ettin in a tunnel.&lt;br /&gt;
| img=Sphr_sample_ettin.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=To keep up with the digital age, maybe it should be called an iCyclops instead?&lt;br /&gt;
| img=Sphr_sample_cyclops.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A giant whose head is on the bounty list.&lt;br /&gt;
| img=Sphr_sample_giant.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This titan will make a wonderful addition to the zoo.&lt;br /&gt;
| img=Sphr_sample_titan.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Ratman in a tunnel.&amp;lt;br/&amp;gt;Same tunnel as Troglodyte above.&amp;lt;br/&amp;gt;Blood there on the wall belongs to the Troglodyte shown above.&lt;br /&gt;
|img=Sphr_sample_ratman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
|text=Yet another encounter in the same tunnel.  This time an antman.&amp;lt;br/&amp;gt;Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, &amp;lt;br/&amp;gt;and all united against the one common enemy.... me.&lt;br /&gt;
| img=Sphr_sample_antman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=This batman is neither caped nor a crusader.&lt;br /&gt;
| img=Sphr_sample_batman.png}}&lt;br /&gt;
&lt;br /&gt;
{{:User:Sphr/t/sample_row&lt;br /&gt;
| text=A herd of unicorns.&lt;br /&gt;
| img=Sphr_sample_unicorn.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mountain Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_creature_large_mountain.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | GOAT_MOUNTAIN&amp;lt;br/&amp;gt;MARMOT_HOARY&amp;lt;br/&amp;gt;BIRD_EAGLE_GIANT&amp;lt;br/&amp;gt;GNOME_MOUNTAIN&amp;lt;br/&amp;gt;GNOME_DARK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First version, featuring hairy mountain goats.  Now their bulk looks right compared to domesticated goats (which are not in game as yet) :)&lt;br /&gt;
&lt;br /&gt;
==Fanciful Creatures==&lt;br /&gt;
''v1.0''&lt;br /&gt;
&lt;br /&gt;
For the tilepage text data, see image page itself (click on image below).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Sphr_fanciful.png]]&lt;br /&gt;
| style=&amp;quot;font-size:10px;line-height:16px&amp;quot; | CHIMERA&amp;lt;br/&amp;gt;CENTAUR&amp;lt;br/&amp;gt;GRIFFON&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Special occasions==&lt;br /&gt;
Special tiles for special occasions.  (No text data available as these are not meant for usual games, do your own merging.)&lt;br /&gt;
===Christmas Special 2007===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A secret meeting between &amp;lt;span style=&amp;quot;color:black;font-weight:bold&amp;quot;&amp;gt;Darth Hammer&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;font-weight:bold&amp;quot;&amp;gt;Santa-dwarf&amp;lt;/span&amp;gt;.  A new conspiracy of the Empire?&lt;br /&gt;
&lt;br /&gt;
Overheard:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;shining bars... metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;raw... crystal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;gems... shining&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;focusing... light&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;blade... red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[Image:sphr_season01_santa.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WIP Creatures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
Basically, I'm taking things slow and only stop to draw new animals when they actually appear in my current game.  But after a while, I feel like a animal wildlife photographer! :)  Just getting excited wondering what creature I'll see next (before they end up in the butcher's workshop...)&lt;br /&gt;
&lt;br /&gt;
Hmmm.  Thinking maybe I should turn off all hunting and pseudo-play a wildlife conservatory, by creating a large closed surface area safe from invasions and a way to &amp;quot;trick&amp;quot; animals to go in one-way and stay there...&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Raccoons sighted.  A rare sight, since the hunters on this map quickly hunt down any hunt-able wildlife.&lt;br /&gt;
| [[Image:Sphr_sample_raccoons.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A troop of rhesus monkeys marches cross the map.  Too bad there is also a goblin siege going on at the same time.&lt;br /&gt;
&lt;br /&gt;
The pantry will have to wait.&lt;br /&gt;
| [[Image:Sphr_sample_rhesus_monkey.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| A pack of grey wolves enters the region.&lt;br /&gt;
| [[Image:Sphr_sample_wolves.png]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:lightgrey;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| This tame cougar is chained to a lonely post on a private plateau accessible only from within the fortress.&lt;br /&gt;
&lt;br /&gt;
Too bad there isn't a mate.  The hunters were too fast...&lt;br /&gt;
| [[Image:Sphr_sample_cougar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Character Tileset=&lt;br /&gt;
''Sphr's square 16x16 mix version 0.4.2'' updated 08:32, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphr_square_16x16_mix.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
For installation, see the instructions on the [[Tilesets#Overview_and_installation|tileset page]].&lt;br /&gt;
It is also highly recommended to use [[Utilities#Accent_Removal|Accent Removal]], to make your text sane.&lt;br /&gt;
&lt;br /&gt;
For sample, see the [[User:Sphr/gfx_set#Sample_Maps|Sample Maps]] section.&lt;br /&gt;
&lt;br /&gt;
For the colour scheme I use, see the image page itself.&lt;br /&gt;
&lt;br /&gt;
==version history==&lt;br /&gt;
*v0.4.2: &lt;br /&gt;
**Added a more prominent indicator as mask to underscore character so that channel designation is more obvious.&lt;br /&gt;
*v0.4.1: &lt;br /&gt;
**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. &lt;br /&gt;
*v0.4: &lt;br /&gt;
**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)&lt;br /&gt;
*v0.3: &lt;br /&gt;
**Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there&lt;br /&gt;
*v0.2: &lt;br /&gt;
**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.&lt;br /&gt;
**Fixed bins to appear as separate boxes.&lt;br /&gt;
===v0.1===&lt;br /&gt;
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be &amp;quot;normalized&amp;quot; yet. -- 10:13, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Sample Maps=&lt;br /&gt;
*[http://mkv25.net/dfma/map-3387-steelfortress Steelfortress - 46 Early Summer]&lt;br /&gt;
*[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.&lt;br /&gt;
*[http://mkv25.net/dfma/map-3330-steelfortress Steelfortress - 44 Late Spring] - shows the major overhaul when I get my hands dirty with character set.&lt;br /&gt;
&lt;br /&gt;
=Download=&lt;br /&gt;
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 &amp;quot;Director's Cut&amp;quot; which is expected to be done less frequently.&lt;br /&gt;
&lt;br /&gt;
==Director's Cut==&lt;br /&gt;
Currently at ''Version 5''&lt;br /&gt;
&lt;br /&gt;
This is not a &amp;quot;release&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=422 SphrDirectorsCut #5]&lt;br /&gt;
&lt;br /&gt;
Please read the &amp;quot;sphr_readme.txt&amp;quot; in the main directory within the archive for more details.&lt;/div&gt;</summary>
		<author><name>Sphr</name></author>
	</entry>
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