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40d Talk:Tilesets
Is there a way to make unexplored underground tiles look all the same - black without those commas and percentage signs? It kinda wierd having prepared meals encased in rock (for example Dwarfletter tileset[1])
Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...
- Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --Savok 12:12, 3 November 2007 (EDT)
According to rule P, this should be at Tileset, but I'd rather have an agreement before moving it. There are two kinds of tilesets. It doesn't matter to me either way. --Turgid Bolk 01:55, 5 November 2007 (EST)
- I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);
- Full screen info.
- [FULLSCREENX:960]
- [FULLSCREENY:300]
- [FULLFONT:Mkv_solidcurses_960x300.bmp]
- If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
- [BLACK_SPACE:YES]
- Looks good right? But whenever I try and play in full screen mode it gives me a "Mode switch failed. Running in windowed mode." error.
- Can someone tell me what I'm doing wrong? Thodon 22:15, 10 November 2007 (EST)
- I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --Rochndil 09:56, 6 May 2008 (EDT)
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--Hamelin 23:26, 29 January 2008 (EST)
- I've been experimenting with this, using the DQ format since more than one set uses it. Check the graphics_main.txt file that comes with it. There is help at the bottom. Another example is here. --Jackard 00:22, 30 January 2008 (EST)
- Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --Jackard
Tileset Installation Instructions
I'm a new user and I had some trouble getting a graphics set installed. I discovered that DF will look at any file in the raw/graphics directory for instructions, even non-text files. I couldn't find any detailed information in the wiki on this stuff. Would this be the appropriate place to add this information? There should at least be a link from this to a more detailed page. --gesangbaer 14:02, 18 August 2009 (EDT)
- AFAIK This is the only place for this info, but this page is pretty long and disorganized. I say go ahead and post it here. I've never run into the problem you mentioned but I haven't dabbled much in graphics sets. --3lB33 01:16, 19 August 2009 (UTC)
Others? Others? Others? Others? Others?
If no one objects, I'm going to remove "others?" from each of the entries. It looks ugly and unprofessional. If we ever find a new object that goes to a given symbol, we can always edit the article later. Why bother leaving some placeholder on the list? --JT 17:36, 18 April 2008 (EDT)
- Go ahead, that should clean it up nicely.--Richards 18:03, 18 April 2008 (EDT)
Wooden barrels and bins
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with Color [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --Baconslicer 03:56, 6 May 2008 (EDT)
Some verifications
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. Techhead 12:01, 7 July 2008 (EDT)
On stretching tiles
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors. Added the first draft on how to stretch tiles. Please improve or replace with better versions. -- Sphr 05:07, 13 August 2008 (EDT)
- Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]? Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability. The scaling happens after the texture is made, so there is a proper blend between foreground and background colors. After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --Corc 14:43, 16 August 2008 (EDT)
- nothing against that I guess if you know what you are doing. Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.). Nearest will preserve the contrast and details better for such textures. Linear will probably cause all the pixel details to disappear. But it all comes down to personal preference. I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps. -- Sphr 01:03, 17 August 2008 (EDT)
- Have you tried it? LINEAR and NEAREST look the same when no scaling is happening. LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved. Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--Corc 11:34, 17 August 2008 (EDT)
- nothing against that I guess if you know what you are doing. Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.). Nearest will preserve the contrast and details better for such textures. Linear will probably cause all the pixel details to disappear. But it all comes down to personal preference. I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps. -- Sphr 01:03, 17 August 2008 (EDT)
Window sizing (not stretching)
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --Dakira 22:51, 15AUG2008 (PST)
- First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. Surma 05:05, 16 August 2008 (EDT)
- You may want to look at Custom grid which also has a link to a javascript calculator to help you compute the resolution you should use. -- Sphr 09:50, 16 August 2008 (EDT)
- Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to Custom grid. Most helpful. --Dakira 15:34, 17AUG2008
C&P
For if someone needs a copy&paste of good ol' CP437 (like me, for example):
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Jenni 19:28, 9 September 2008 (EDT)
Cleaning up the tileset list for easier reference
I'm going to be cleaning up the tileset references here abit over the next day or so for easier reference.
Starting by adding tile number referances next to the tiles themselves. Saves some counting time when searching to replace the tile or search it out in raws.
Speaking of saving time. I've been using Depeche View to search through all the raws at once for [TILE:#] referances.
Anyone have a better tool to suggest for the same job? --Fain 03:07, 31 March 2009 (UTC)
Color Algorithm
It is VERY VERY CLOSE to (mask * color) / 255 but not identical, and I'm racking my brains to try and figure out what causes that 1-value difference... --Corona688 02:16, 14 July 2009 (UTC)
- I attacked this problem at one point. See Template:TL for what I ended up with. IIRC, it was a match. VengefulDonut 04:29, 14 July 2009 (UTC)