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Difference between revisions of "User talk:CLA"

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:''links to tileset/graphic set repos''
+
Tutorial for graphics page.
 
 
<small>TODO:add category for graphics; add graphics, tileset, graphic set, color scheme, the repositories, ttf?</small>
 
Although commonly referred to as text or "ASCII"-graphics, DF uses a bitmap [[tileset]] with charactes from [[CP437]], displayed in 16 [[Color scheme|colors]].
 
<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?)
 
 
 
[image of default tileset]
 
 
 
==Installation==
 
More detailed information is on the tileset and graphic set pages.
 
===[[Tileset]]===
 
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.
 
===[[Graphic set|Creature Graphics]]===
 
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save, as well (data/save/<your region>/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]
 
===[[Color Scheme]]===
 
Replace colors.txt in data/init with your new font.
 
===True Type Font===
 
Replace font.ttf in data/art with your new font.
 
===Repositories===
 
The wiki has repositories for [[Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD].
 
 
 
 
==Creating your own==
 
==Creating your own==
 
=== Creating your own Tileset ===
 
=== Creating your own Tileset ===
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*testing (link to utilities#raw explorer)
 
*testing (link to utilities#raw explorer)
 
*suggestions about grouping
 
*suggestions about grouping
====new page 'graphic set' (listed here for drafting)====
+
====TODO for 'graphic set' page (listed here for drafting)====
*Intro
 
A graphic set is an additional tileset for objects. While this is eventually planned for all objects in game, currently only creatures can use <span style="color:#FF0000">(''be assigned to?'')</span> graphic sets.
 
Graphic sets are placed in raw/graphics (as well as the raw folder of each save); each graphic set needs a corresponding text file that assigns tiles to objects.
 
*Syntax <span style="color:#FF0000">(''documentation?'')</span>
 
The graphic sets themselves are placed into subfolders and must have the same tile size as the main [[tileset]]. The number of tiles and their spatial arrangement doesn't matter<span style="color:#FF0000">(''you can choose the number and spatial...freely?'')</span>.
 
All creatures can have separate graphics assigned to their adult and children states, undead, and their -men and giant variants as well as different castes. In addition, the major [[Civilization]]s can have separate graphics for all "professions" (such as miner, mason, caravan guard, and ghost). You can assign one graphic to several creatures/states, and you can set each tile to either be displayed as it appears or let the game color them. Vermin and different genders cannot have separate graphics assigned to them.
 
  
**''40d talk text example'' (http://dwarffortresswiki.org/index.php/40d_Talk:Graphics_set_repository#Questions:_making_your_own_set)
 
**explanation of syntax
 
**table with coordinates
 
 
*Lists <span style="color:#FF0000">''how to automatically grab them from raws?''</span>
 
*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">''<-separated by titles for each civ? or are they the same? superscript for "not available in civ X"?''
 
**table: List of professions -- {name|RAW_NAME|vanilla symbol/color} <span style="color:#FF0000">''<-separated by titles for each civ? or are they the same? superscript for "not available in civ X"?''

Revision as of 14:35, 3 October 2014

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)
  • TODO: best place to add documentation about raw syntax (plants, init, etc)

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


TODO: copypasta.txt includes some old tutorials I wrote, check it.

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)

  • Lists how to automatically grab them from raws?
    • table: List of professions -- {name|RAW_NAME|vanilla symbol/color} <-separated by titles for each civ? or are they the same? superscript for "not available in civ X"?
    • table: List of creatures -- {name|RAW_NAME|GIANT_RAW_NAME|RAW_MEN_NAME|vanilla symbols/colors}
  • templates
    • .psd templates will they work in gimp?
    • text templates, complete with dimensions so you just have to draw. separated by biome?
  • list of inconsistently named creatures to be aware of TODO: necessary considering grabbing names from raws?

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