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Editing v0.31 Talk:Tilesets

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== Fortress Wall and Gates on Travel Map ==
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The tileset files are identical to the old ones. I've already went ahead and pulled my graphics 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.  
Wall tiles may represent a gate with their open end if multiple walls are on the same travel map tile.
 
For example this:
 
╔══════════════════╗
 
║  ╔╗              ║
 
║  ╚╝              ║
 
╚══════════════  ══╝
 
Appears on the map as this: ◘═╗
 
Instead of: ◘═∞ or ◘═8
 
[[User:Sfon|Sfon]] 06:27, 25 November 2010 (UTC)
 
 
 
== Rough gems vs cluster ==
 
 
 
My recent edit was undone by an unknown user at IP 82.32.58.200.  I'm not sure why.
 
My reasoning is there is a big difference between a rough gem (ROUGH item token) and a rough gem cluster (INORGANIC item token with IS_GEM property).  Most importantly for this page, you can currently change the tile displayed by the unmined rough gem clusters, however, you can not change the tile displayed by the rough gem items themselves.  This question came up a few times recently on the DF boards because of this wiki page, so I clarified the difference.  I'm going to go and undo that latest edit unless I see some reason why it was reverted. [[User:Zeidrich|Zeidrich]] 00:18, 29 July 2010 (UTC)
 
:To clarify, while [ITEM_SYMBOL:###] works with chunks of stone (and is why ores and slade/lignite/cobaltite/cinnabar show up as * and bituminous coal shows up as ☼), it's outright ignored for rough gems. --[[User:Quietust|Quietust]] 03:53, 29 July 2010 (UTC)
 
 
 
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.  
 
  
 
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)
 
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)
: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)
 
 
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.
 
[[User:Archtemplari|Archtemplari]] 03:50, 2 April 2010 (UTC)
 
 
 
== New Items/Creatures/etc. ==
 
v0.31 has some different items, and the tiles they use should be logged on this page.
 
 
== Separate Designation for world map entities ==
 
 
There seems to be some use of tiles on world map which is not recorded fully yet.
 
 
Since there are designations for other types of entity represented by a character e.g.
 
    * Items marked with * can have their tile changed in the raw data files.
 
    * Items marked with # can have their tile replaced by a graphics set image, in addition to having their tile changed in the raw data.
 
    * Items marked with $ can be changed in the init.txt file.
 
 
How about a designation for world map use? "%"?
 
e.g. 239 ∩ Hills%
 
 
I've at least seen (86 V) and (110 n) used on world map which is not documented atm.
 
-- [[User:Sphr|Sphr]] 16:59, 13 April 2010 (UTC)
 
 
If we have a designation for world map use, we should have one for travel map use too since they use different characters to represent things. Maybe superscript capital W for world map and superscript capital T for travel map? E.g. "Hills<sup>W</sup>". Using a different system for where the tile is used than whether it can be changed would be more clear, especially if map tiles are ever changeable.
 
If that is agreeable, then there is the question of order if/when it becomes an issue, e.g. "Hills<sup>W</sup>$" or "Hills$<sup>W</sup>".
 
[[User:Sfon|Sfon]] 22:00, 28 November 2010 (UTC)
 
 
== Graphics Set problem and Door color ==
 
 
I'd like someone to figure out or tell me why some of my dwarves look the way they are. I'm not sure but perhaps in finding the solution to my problem, some information might be found that might be useful to someone or good to have in the wiki. I don't know whether it's the version of dwarf fortress, my computer, the image file or the text file, but on my status screen ([z]), in the space where the "graphic" for Nobles/Admins, which I remember is supposed to be of the Administrator dwarf, is nothing. Even more noticeably is the appearance of all my soldier dwarves, they all have the graphic for the Stoneworkers. Here is my status screen.
 
 
[[File:Graphicsproblemnoblessoldiers.PNG]]
 
 
I don't know if this is a normal problem. It seems all the jobs that are effected are listed after the standard jobs in my graphics text file, right after my last job, in the engineer group, pump operator. Perhaps they're affected in different ways. I didn't play long enough to check if soldier dwarves or all the nobles look weird in game but my assigned broker seems to have his normal graphic and he's in the nobles part of the text file. I thought that maybe the doctor professions were the cause of this honkiness but after I removed them, they were after the pump operator before I removed them, they don't seem to be the cause. Could it be because of dimensions of the graphics set? the file type? Maybe a certain job or number shouldn't be on the text file. I have a space between the various groups in the text files if that matters. I'm using my own graphics set and on this page is sorta what my graphics text file looks like minus stuff like SOLDIERS and FORTRESS GUARD. I have gotten my set to work in older versions.
 
[[http://df.magmawiki.com/index.php/File:Seaneat-Dwarves.PNG]]
 
 
One last thing, in recent versions all doors of any stone are gray in color, this wasn't so in some older versions. Is there a way to change them back?--[[User:Seaneat|Seaneat]] 07:05, 28 August 2010 (UTC)
 
 
== Google Link Not Working ==
 
 
By clicking Google Link "Tileset", you will not arrive in this page, but in "Cheating" . I don't know who got to be contacted for this, So i write it in here ;)
 

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