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Editing User:Sphr/gfx set
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− | [[Category: | + | [[Category:Modding]] |
[[Category:Interface]] | [[Category:Interface]] | ||
{| align="right" | {| align="right" | ||
| __TOC__ | | __TOC__ | ||
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− | + | =Forward= | |
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(you can skip this part... really) | (you can skip this part... really) | ||
− | + | Some stuff about my gfx sets. | |
My guidelines in tile pixel art: | My guidelines in tile pixel art: | ||
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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. | 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. | ||
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=Race Sets= | =Race Sets= | ||
− | Similar to other [[ | + | Similar to other [[List of user graphics sets]], and discussion other items at [[Talk:List of user graphics sets]]. |
==Dwarves== | ==Dwarves== | ||
− | ''Version 0. | + | ''Version 0.9.1'' |
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+ | v0.9.* is probably as high as the version can be for some time (less minor tweaks) as I have no immediate plans to do the only thing that is left : zombie and skeleton versions of the dwarves, since they aren't really used in the dwarf mode atm. When I muster the motivation to complete it, that will be the complete version v1.0. | ||
Notes: | Notes: | ||
− | + | *in the last column (column 11), Veryinkey'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 ;) | |
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− | *in the last column (column 11), | ||
*I'm assuming that tile at 9:4 which was previously unreferenced refers to the CAPTAIN_OF_THE_GUARD. This is also recorded in the text data section, which is another area the text data differs from DQ's original. | *I'm assuming that tile at 9:4 which was previously unreferenced refers to the CAPTAIN_OF_THE_GUARD. This is also recorded in the text data section, which is another area the text data differs from DQ's original. | ||
*(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. | *(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. | ||
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For more details and installation instructions, see image page itself (click on image below). | For more details and installation instructions, see image page itself (click on image below). | ||
− | + | [[Image:Sphr_dwarves.png]] | |
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===12x12 (targeting 960x300)=== | ===12x12 (targeting 960x300)=== | ||
− | Still v0.9. Will | + | Still v0.9. Will update after collating more changes. |
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NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian. | NOTE: Available at [[List_of_user_graphics_sets|List of user graphics sets page]] in an easier to install form put together by Markavian. | ||
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For the text data, refer to the one for 16x16, but change the line <pre>[TILE_DIM:16:16]</pre> to <pre>[TILE_DIM:12:12]</pre>. Everything else should be the same. | For the text data, refer to the one for 16x16, but change the line <pre>[TILE_DIM:16:16]</pre> to <pre>[TILE_DIM:12:12]</pre>. Everything else should be the same. | ||
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+ | [[Image:Sphr_dwarves_12_12.png]] | ||
===Sample Screenshots=== | ===Sample Screenshots=== | ||
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==Elves== | ==Elves== | ||
− | '' | + | ''preview'' |
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===Sample Screenshots=== | ===Sample Screenshots=== | ||
(Only 16x16 versions are shown) | (Only 16x16 versions are shown) | ||
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Camels not included. | Camels not included. | ||
|[[Image:Sphr_sample_elven_traders.png]] | |[[Image:Sphr_sample_elven_traders.png]] | ||
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|} | |} | ||
==Kobolds== | ==Kobolds== | ||
− | '' | + | ''preview'' |
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===Sample Screenshots=== | ===Sample Screenshots=== | ||
(Only 16x16 versions are shown) | (Only 16x16 versions are shown) | ||
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|- style="background:lightgrey;" align="center" | |- style="background:lightgrey;" align="center" | ||
| Thief! Protect the hoard from the skulking filth! | | Thief! Protect the hoard from the skulking filth! | ||
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+ | Wait, the Fortress is THAT way... Leaving already??? Awwwww... my champions want to play with you.... | ||
|[[Image:Sphr_sample_kobold_thief.png]] | |[[Image:Sphr_sample_kobold_thief.png]] | ||
|} | |} | ||
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==Humans== | ==Humans== | ||
− | Version 0. | + | Version 0.3 |
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* I've finished the skeletons and elite skeletons, but I have not decided whether to put it up. The reason is that the original organization used by DQ only sets one row for skeletons. However, to cater for both normal and elite, I need two rows and have modified my local copy to reflect that. The row organization is the same as the other military (one row for normal weapons, one row for elite). Releasing this version will mean a break from the DQ compatibility goal which may make things difficult for current DQ users. I don't know what I'll do yet, prob wait and see. If anybody got good ideas, do tell me about them. | * I've finished the skeletons and elite skeletons, but I have not decided whether to put it up. The reason is that the original organization used by DQ only sets one row for skeletons. However, to cater for both normal and elite, I need two rows and have modified my local copy to reflect that. The row organization is the same as the other military (one row for normal weapons, one row for elite). Releasing this version will mean a break from the DQ compatibility goal which may make things difficult for current DQ users. I don't know what I'll do yet, prob wait and see. If anybody got good ideas, do tell me about them. | ||
* 0.3 is first version made public. Now has merchants, peasant, child and all military, guards and royal guards. | * 0.3 is first version made public. Now has merchants, peasant, child and all military, guards and royal guards. | ||
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{| | {| | ||
|- align="center" | |- align="center" | ||
− | + | |Dystopian Qantas v0.94 compatible version | |
− | |Dystopian Qantas v0.94 compatible version | ||
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|- align="center" | |- align="center" | ||
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|[[Image:Sphr_humans_dyc.png]] | |[[Image:Sphr_humans_dyc.png]] | ||
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| Same ruins, same skeleton, brand new tile. | | Same ruins, same skeleton, brand new tile. | ||
|[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]] | |[[Image:Sphr_sample_human_skeleton_spearmaster_duel.png]] | ||
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− | = | + | =Others= |
− | == | + | ==Special occasions== |
− | + | Special tiles for special occasions. (No text data available as these are not meant for usual games, do your own merging.) | |
+ | ===Christmas Special 2007=== | ||
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|- style="background:lightgrey;" align="center" | |- style="background:lightgrey;" align="center" | ||
− | | | + | | A secret meeting between <span style="color:black;font-weight:bold">Darth Hammer</span> and <span style="color:red;font-weight:bold">Santa-dwarf</span>. A new conspiracy of the Empire? |
− | + | Overheard: | |
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− | + | "shining bars... metal" | |
− | + | "raw... crystal" | |
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− | + | "gems... shining" | |
− | + | "focusing... light" | |
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− | + | "blade... red" | |
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− | + | | [[Image:sphr_season01_santa.png]] | |
− | + | |} | |
− | | [[Image: | ||
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+ | {| | ||
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+ | | [[Image:Spr_dwarves_santa.png]] || Mayor-pretending-to-be-Santa; Craftsdwarf-pretending-to-be-Santa's-Elf; Dog-pretending-to-be-reindeer. | ||
|} | |} | ||
− | == | + | ==WIP Creatures== |
− | + | ===Unicorn Test=== | |
− | + | Not really planning to do animals yet, but there are unicorns on the current map I play... so.... | |
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|- style="background:lightgrey;" align="center" | |- style="background:lightgrey;" align="center" | ||
− | | | + | | A herd of unicorns moves on, ignoring one of theirs who get snared by a cage-trap. |
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− | + | Lesson: Camouflage among the white sand don't really work against traps, then again, camouflage don't work at all! Well... at least not YET... | |
− | + | | [[Image:Sphr_sample_unicorn.png]] | |
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− | |[[Image: | ||
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{| | {| | ||
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− | + | | [[Image:Sphr_tileset_unicorn.png]] || (placeholder); Adult unicorn; Child unicorn | |
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+ | (placeholder is added because some systems uses top-left pixel to denote transparent colour and I used the top-left pixel for the Adult unicorn. Can be removed if Adult unicorn tile is not top-left tile in the actual bmp) | ||
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+ | ===Domestic Animals=== | ||
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− | |- | + | |- style="background:lightgrey;" align="center" |
− | |[[Image: | + | | Animals meeting in meeting zone. |
− | + | | [[Image:Sphr_sample_dogs_n_cats.png]] | |
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{| | {| | ||
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− | |[[Image: | + | | [[Image:Sphr_animals_domestic.png]] || Row format: Adult; Child; (reserved for Zombie); (reserved for Skeleton); Hunting-trained; War-trained |
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− | + | Columns (top-down): DOG; CAT; COW; HORSE; MULE; DONKEY | |
− | + | Sample text data on image's page. | |
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|} | |} | ||
− | + | ===Magma Creatures=== | |
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|- style="background:lightgrey;" align="center" | |- style="background:lightgrey;" align="center" | ||
− | | | + | | Fire Imps and magma man dances around a fire man. |
− | + | Could be done better... I'll redo it when I get the motivation (prefer natural wildlife... so they get more efforts. LOL). | |
− | + | | [[Image:Sphr_sample_fireman_fireimp_magmaman.png]] | |
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− | | [[Image: | ||
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===Wildlife=== | ===Wildlife=== | ||
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| [[Image:Sphr_sample_cougar.png]] | | [[Image:Sphr_sample_cougar.png]] | ||
+ | |- style="background:lightgrey;" align="center" | ||
+ | | Elk seen on outskirts of human town. | ||
+ | | [[Image:Sphr_sample_elk.png]] | ||
|} | |} | ||
− | = | + | ===Megabeasts/Semi-Megabeasts=== |
− | '' | + | {| |
+ | |- style="background:lightgrey;" align="center" | ||
+ | | The hydra, first of the ''Megabeasts Series''. | ||
+ | | [[Image:Sphr_sample_hydra.png]] | ||
− | + | |} | |
− | + | ===Other Creatures=== | |
+ | {| | ||
+ | |- style="background:lightgrey;" align="center" | ||
+ | | Troglodyte in a tunnel. | ||
− | + | Yes, this is the reptilian version. I choose this so that the yellow glowing eyes seems more natural. | |
− | + | | [[Image:Sphr_sample_troglodyte.png]] | |
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|} | |} |