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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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=Recent News= | =Recent News= | ||
− | + | *[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] v1.0 : uploaded -- 05:02, 5 January 2008 (EST) | |
− | + | *[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]] v1.1 : fixed an alignment problem for polar bear tiles -- 03:25, 5 January 2008 (EST) | |
− | + | *[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]] v1.0 : uploaded -- 12:50, 4 January 2008 (EST) | |
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− | *[[User:Sphr/gfx_set#Domestic_Animals|Domestic Animals]] | ||
− | *[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]] | ||
− | *[[User:Sphr/gfx_set#Tundra_Animals|Tundra Animals]]. : uploaded | ||
=Introduction= | =Introduction= | ||
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==What am I up to now?== | ==What am I up to now?== | ||
− | * | + | *Currently, I'm seeing more of the DF world through an adventurer's eyes. I find that this is the fastest way for me to meet new creatures (usually, I only make creature tiles as I meet them, so that I can tweak them based on in-game view). Since I've been crawling through a lot of cave missions, I'm meeting lots of cave creatures. So much so that I am almost in a position to finish off the tilepage for subterranium creatures. Once I nail down a couple more, I'll finish of the rest of the yet-to-meet creatures in the tilepage and upload the first creature tilepage (for subterranium creatures). |
+ | *I've been rethinking over the decision to try to make things DQ v0.94 compatible. I think I will still try to keep things DQC(Dystopian Qantas compatible), but I will also incorporate some changes that I feel are needed. Probably, for most tilepages, I will put up a DQC version which DQ users can directly use by replacing the corresponding image file, and my own variant, which will carry the updated organization and text data. | ||
==Acknowledgements== | ==Acknowledgements== | ||
*As many tiles as I've done, there are still so many more tiles to do to make certain tile pages complete. I'm still using Dystopian Rhetoric tiles myself (those included in DQ) for all those I've not done, as DR is still the most complete set ever (kinda like the MS Arial Unicode among fonts). Only when I started drawing gfx tiles can I truly appreciate just how big the task must have been for DR to put up a complete gfx set. Despite the fact that I'm sort of a "competitor" now in some people's perceptions, my aim is first and foremost trying to improve my own game experience (and hopefully others' too, along the way), and being a long time DR gfx tiles user myself, I have nothing less than utmost appreciation for what he'd done. *salutes* | *As many tiles as I've done, there are still so many more tiles to do to make certain tile pages complete. I'm still using Dystopian Rhetoric tiles myself (those included in DQ) for all those I've not done, as DR is still the most complete set ever (kinda like the MS Arial Unicode among fonts). Only when I started drawing gfx tiles can I truly appreciate just how big the task must have been for DR to put up a complete gfx set. Despite the fact that I'm sort of a "competitor" now in some people's perceptions, my aim is first and foremost trying to improve my own game experience (and hopefully others' too, along the way), and being a long time DR gfx tiles user myself, I have nothing less than utmost appreciation for what he'd done. *salutes* | ||
− | |||
*Veryinky well deserves a mention too, for organizing all those gfx tiles in a sensible and modular manner so that it becomes much easier for people (like me) to update/maintain them. The organization is based on the raw files organization of the original game itself, so correspondence for modders is easier (e.g. if people add new creature raw, they can add new creature gfx without disturbing the rest using the same pattern). If it isn't for his organization, I think I would never have gotten the motivation to produce more tiles and make them public (under the pressure that one has to make a whole complete set of tiles for all creatures to "publish" them). *salutes* | *Veryinky well deserves a mention too, for organizing all those gfx tiles in a sensible and modular manner so that it becomes much easier for people (like me) to update/maintain them. The organization is based on the raw files organization of the original game itself, so correspondence for modders is easier (e.g. if people add new creature raw, they can add new creature gfx without disturbing the rest using the same pattern). If it isn't for his organization, I think I would never have gotten the motivation to produce more tiles and make them public (under the pressure that one has to make a whole complete set of tiles for all creatures to "publish" them). *salutes* | ||
=Race Sets= | =Race Sets= | ||
− | Similar to other [[ | + | 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'' |
+ | |||
+ | 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. | ||
+ | |||
+ | [[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! | ||
+ | |||
+ | 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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|} | |} | ||
− | = | + | =Animal Sets= |
− | == | + | ==Dometic Animals== |
''v1.0'' | ''v1.0'' | ||
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|- align="center" | |- align="center" | ||
|[[Image:Sphr_animals_domestic.png]] | |[[Image:Sphr_animals_domestic.png]] | ||
− | | | + | | (16x16) |
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+ | DOG;CAT;COW;HORSE;MULE;DONKEY | ||
|} | |} | ||
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|- align="center" | |- align="center" | ||
|[[Image:Sphr_tundra.png]] | |[[Image:Sphr_tundra.png]] | ||
− | | | + | | (16x16) |
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+ | MUSKOX;ELK;BEAR_POLAR | ||
|} | |} | ||
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|} | |} | ||
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=Others= | =Others= | ||
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==WIP Creatures== | ==WIP Creatures== | ||
+ | ===Unicorn Test=== | ||
+ | Not really planning to do animals yet, but there are unicorns on the current map I play... so.... | ||
+ | {| | ||
+ | |- style="background:lightgrey;" align="center" | ||
+ | | A herd of unicorns moves on, ignoring one of theirs who get snared by a cage-trap. | ||
+ | |||
+ | Lesson: Camouflage among the white sand don't really work against traps, then again, camouflage don't work at all! Well... at least not YET... | ||
+ | | [[Image:Sphr_sample_unicorn.png]] | ||
+ | |} | ||
+ | {| | ||
+ | |- | ||
+ | | [[Image:Sphr_tileset_unicorn.png]] || (placeholder); Adult unicorn; Child unicorn | ||
+ | |} | ||
+ | (placeholder is added because some systems uses top-left pixel to denote transparent colour and I used the top-left pixel for the Adult unicorn. Can be removed if Adult unicorn tile is not top-left tile in the actual bmp) | ||
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+ | ===Lava Creatures=== | ||
+ | {| | ||
+ | |- style="background:lightgrey;" align="center" | ||
+ | | Lava creatures Mk II. | ||
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+ | Imps gets rounder limbs and wider grin. | ||
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+ | Magma man gets a more symmetric posture. | ||
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+ | Fire man gets a few brighter sparks. | ||
+ | | [[Image:Sphr_sample_fireman_fireimp_magmaman.png]] | ||
+ | |} | ||
===Wildlife=== | ===Wildlife=== | ||
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| [[Image:Sphr_sample_cougar.png]] | | [[Image:Sphr_sample_cougar.png]] | ||
+ | |- style="background:lightgrey;" align="center" | ||
+ | | Hmm.. I suppose giant variant of animals counts as wildlife too? | ||
− | | | + | Giant cave swallow in a ... mm... cave. |
+ | | [[Image:Sphr_sample_giant_cave_swallow.png]] | ||
− | = | + | |- style="background:lightgrey;" align="center" |
− | + | | Giant bat in the same cave. | |
+ | | [[Image:Sphr_sample_giant_bat.png]] | ||
− | + | |- style="background:lightgrey;" align="center" | |
+ | | It may not be the mightiest, but it certainly is one of the DEADLIEST. | ||
− | + | Giant cave spider. | |
− | + | Run, adventurer, run. While you still can. | |
+ | | [[Image:Sphr_sample_giant_cave_spider.png]] | ||
− | + | |} | |
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− | + | ===Megabeasts/Semi-Megabeasts=== | |
+ | {| | ||
+ | |- style="background:lightgrey;" align="center" | ||
+ | | The hydra, first of the ''Megabeasts Series''. | ||
+ | | [[Image:Sphr_sample_hydra.png]] | ||
− | + | |- style="background:lightgrey;" align="center" | |
+ | | Ettin in a tunnel. | ||
+ | | [[Image:Sphr_sample_ettin.png]] | ||
+ | |} | ||
− | == | + | ===Other Creatures=== |
− | + | {| | |
− | + | |- style="background:lightgrey;" align="center" | |
− | + | | Troglodyte in a tunnel. | |
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− | + | 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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− | = | + | |- style="background:lightgrey;" align="center" |
− | + | | Ratman in a tunnel. | |
− | + | Yeah... same tunnel. | |
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− | + | Blood there on the wall belongs to the Troglodyte shown above. | |
+ | | [[Image:Sphr_sample_ratman.png]] | ||
− | + | |- style="background:lightgrey;" align="center" | |
+ | | Yet another encounter in the same tunnel. This time an antman. | ||
− | + | Tunnel society must be very advanced, having multi-racial factions all living together in a peaceful harmony, and all united against the one common enemy.... me. | |
+ | | [[Image:Sphr_sample_antman.png]] | ||
+ | |||
+ | |- style="background:lightgrey;" align="center" | ||
+ | | This batman is neither caped nor a crusader. | ||
+ | | [[Image:Sphr_sample_batman.png]] | ||
− | == | + | |- style="background:lightgrey;" align="center" |
+ | | IMO one of the stranger creatures I've come across. Cave swallowman. | ||
− | + | I could only guess from the raw data : armless body, 2 wings, beak, equips.... | |
+ | | [[Image:Sphr_sample_cave_swallowman.png]] | ||
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|} | |} |