- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "User talk:CLA"
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===Graphic Pack=== | ===Graphic Pack=== | ||
come with installers, bundled with DF or as standalone to simply drop and overwrite in DF folder. Usually have instructions you should read. | come with installers, bundled with DF or as standalone to simply drop and overwrite in DF folder. Usually have instructions you should read. | ||
− | + | ===Repositories=== | |
− | |||
− | ==Repositories== | ||
*TODO: add links to repos, dffd, forum threads | *TODO: add links to repos, dffd, forum threads | ||
Revision as of 10:53, 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?) TODO: graphic pack = bundle
[image of default tileset]
Installation
Tileset
add to data/art, change lines in init files
Creature Graphics (graphic set?)
drop in raw/graphics and/or data/save/<your region>/raw/graphics
Color Scheme
replaces colors.txt
True Type Font
replace font.txt
Graphic Pack
come with installers, bundled with DF or as standalone to simply drop and overwrite in DF folder. Usually have instructions you should read.
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