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Difference between revisions of "User talk:CLA"

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Tutorial for graphics page.
 
==Creating your own==
 
=== Creating your own Tileset ===
 
*add some info from tileset page
 
*deciding on size: dimension stuff (tile size: '''subdivisions''' - 16 is divisible by 2/4/8, 18 by 3/6/9, 20 by 5/10, etc; '''center''' - uneven sizes have a center tile, even don't; '''screen resolution''' - see tile page; '''popularity''' - ties in with screen resolution and available creature graphics, some tile sizes are more popular than others)
 
*start by editing existing tileset and replacing tiles piece by piece. Decide on "base tileset"
 
*basic editing tutorial
 
**basic photoshop stuff: masks, layers, alpha channel transparency, some tools (pen, eraser, selection tools) (get someone to add GIMP equivalents)
 
**good practices: non-destructive editing, using separate layers, organizing in groups and naming layers, grid (plus subgrid, pixel grid), debug layers, save often.
 
**walkthrough of making a new tileset
 
***preparation download fresh DF install, put into separate test directory, make world, start fortress, ideally with a typical fortress and all objects visible somehow
 
*** open base tileset of your choice (square vanilla in this case?), set grid to right size, make visible
 
***bmp or png, magenta/alpha transparency
 
****use png, and alpha transparency, if you start with bmp, make layer from background, select magenta with wand, press del. save as psd
 
****first debug/auxiliary layer : black background; new layer, move to back, [d], alt+del. Give it a nice name and color in layers menu
 
***change bed, give dwarf beard:
 
****non-destructive editing: select dwarf & bed tile, layer with copy.
 
****select base layer again, invert selection, press mask button, lock layer, save as psd
 
****select new layer, draw beard on with pen
 
****erase bed, draw new bed
 
***save as psd again
 
***test out your creation
 
****make debug layers invisible
 
****save for web & devices: png-24, alpha transparency in data/art.
 
****open data/init/init.txt, point to your new tileset
 
****load up DF, marvel at your artistic genius.
 
***Not good enough yet? Kill DF (strg+shift+esc), change in PS, overwrite tileset, start DF again.
 
  
==== 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)
 
*<small>TODO: best place to add documentation about raw syntax (plants, init, etc)</small>
 
 
====tricks and magic ====
 
*how df blends colors/background/foreground
 
*transparency, partial transparency (including opaque background tiles), engraving, INVERTED, animated tiles
 
 
==== advanced photoshop stuff ====
 
actions: automating common steps. for example export: select debug layers, make invisible, save for web and devices
 
 
 
<small>TODO: copypasta.txt includes some old tutorials I wrote, check it.</small>
 
====stuff to change on tileset page once everything's in place====
 
*clarify graphic set, character set, tileset in first part
 
*move/change graphic set stuff to graphic set page, add link?
 
*main creature tiles section: add something like "for a list with raw names see {here|link to graphic set#table}"
 
*still necessary/useful with graphic set page in place? remove it altogether? Discuss with King Mir
 
*others should definitely stay, they can't be changed with graphic sets.
 
 
=== Creature Graphics ===
 
====this page====
 
*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 utilities#raw explorer)
 
*suggestions about grouping
 
====TODO for 'graphic set' page (listed here for drafting)====
 
*clarify first and last DEFAULT
 
*Lists <span style="color:#FF0000">''how to automatically grab them from raws?''</span>
 
**table: List of professions -- {name|RAW_NAME|vanilla symbol/color} <span style="color:#FF0000">''superscript for "not available in civ X"?''
 
**table: List of tokens -- http://dwarffortresswiki.org/index.php/DF2014:Creature_texture_token  <span style="color:#FF0000">''<-"skeleton and zombie is the same, can't have different undead (axe zombie, sword zombie)''
 
**table: List of creatures -- {name|RAW_NAME|GIANT_RAW_NAME|RAW_MEN_NAME|vanilla symbols/colors}*list of inconsistently named creatures to be aware of
 
***inconsistently named creatures in different background color
 
 
*templates
 
**.psd templates <span style="color:#FF0000">''will they work in gimp?''</span>
 
**text templates, complete with dimensions so you just have to draw. <span style="color:#FF0000">''separated by biome?''</span>
 
 
=== 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
 

Latest revision as of 22:02, 7 March 2016