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Difference between revisions of "User talk:CLA"

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(→‎Creature Graphics (what of this should go on separate page?): link from http://www.bay12forums.com/smf/index.php?topic=144237.msg5694818#msg5694818)
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===Tileset===
 
===Tileset===
 
add to data/art, change lines in init files
 
add to data/art, change lines in init files
===Creature Graphics (graphic set?)===
+
===Creature Graphics===
 
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===
Line 17: Line 17:
 
===True Type Font===
 
===True Type Font===
 
replace font.txt
 
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===
 
===Repositories===
 
*TODO: add links to repos, dffd, forum threads
 
*TODO: add links to repos, dffd, forum threads

Revision as of 17:12, 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

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)

http://dwarffortresswiki.org/index.php/40d_Talk:Graphics_set_repository#Questions:_making_your_own_set

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