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Difference between revisions of "User talk:CLA"
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<small>(exception ->Linux terminal text mode[[link to init file setting]] ).</small> | <small>(exception ->Linux terminal text mode[[link to init file setting]] ).</small> | ||
Both, colors and tileset can be changed (see below). In addition, interface text can be displayed with a [[TrueType font]] (bug link) and [[creatures]] (which normally are displayed as [[tileset#list of creatures...|letters]]) can be assigned to separate sprite sheets (tilesets?) | Both, colors and tileset can be changed (see below). In addition, interface text can be displayed with a [[TrueType font]] (bug link) and [[creatures]] (which normally are displayed as [[tileset#list of creatures...|letters]]) can be assigned to separate sprite sheets (tilesets?) | ||
− | |||
[image of default tileset] | [image of default tileset] | ||
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add to data/art, change lines in init files | add to data/art, change lines in init files | ||
===Creature Graphics=== | ===Creature Graphics=== | ||
+ | Set GRAPHICS to YES | ||
drop in raw/graphics and/or data/save/<your region>/raw/graphics | drop in raw/graphics and/or data/save/<your region>/raw/graphics | ||
===Color Scheme=== | ===Color Scheme=== |
Revision as of 17:14, 28 September 2014
- links to tileset/graphic set repos
Although commonly referred to as text or "ASCII"-graphics, DF uses a bitmap tileset with charactes from CP437, displayed in 16 colors. (exception ->Linux terminal text modelink to init file setting ). Both, colors and tileset can be changed (see below). In addition, interface text can be displayed with a TrueType font (bug link) and creatures (which normally are displayed as letters) can be assigned to separate sprite sheets (tilesets?)
[image of default tileset]
Installation
Tileset
add to data/art, change lines in init files
Creature Graphics
Set GRAPHICS to YES drop in raw/graphics and/or data/save/<your region>/raw/graphics
Color Scheme
replaces colors.txt
True Type Font
replace font.txt
Repositories
- TODO: add links to repos, dffd, forum threads
Creating your own
Creating your own Tileset
- add some info from tileset page
- dimension stuff
- bmp or png, magenta/alpha transparency
- how df blends colors/background/foreground
- easier to start with editing existing tileset
- basic editing tutorial
- basic photoshop stuff: masks, layers, alpha channel transparency, some tools (pen, eraser, selection tool) (get someone to add GIMP equivalents)
- good practices: non-destructive editing, using separate layers, organizing in groups, grid, debug layers
advanced stuff/raw changes
- init & raw changes, link to tileset lists
- most commonly used tiles with multiple meanings: u-d-stairs/bins/cursor/archery, male/female
- note on unused tiles
- compatibility, dependency, conflicts, maintainance across versions (file changes.txt, etc)
tricks and magic
- transparency, partial transparency (including opaque background tiles), engraving, INVERTED, animated tiles
Creature Graphics (what of this should go on separate page?)
- different tiles for kids and adults, different tiles for jobs (civ/military), but not for gender (unless you do some caste modding [Verify]). no VERMIN either.
- TODO: add explanation of syntax, must be same size as tileset
- conflicts, reminder to delete example files or better, overwrite with empty file
- link to list of creatures by tile, add names grabbed from raws with wiki template;
- testing (link to raw explorer)
TrueType Font
- bug, commonly missing symbols in existing TTF, fontforge
Colors
- add short intro
- be aware of contrasting colors, best to test how every color looks withe every other color
add it all together
- releasing your own stuff
- dffd, other file hosts
- updating to a new version, resolving conflicts: change log, file changes.txt, diff