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User talk:CLA
- links to tileset/graphic set repos
TODO:add category for graphics; add graphics, tileset, graphic set, color scheme, the repositories, ttf? 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?)
[image of default tileset]
Installation
Tileset
add to data/art, change lines in init files
Creature Graphics
Set GRAPHICS to YES 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 create ttf repository?
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
- 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)
tricks and magic
- how df blends colors/background/foreground
- transparency, partial transparency (including opaque background tiles), engraving, INVERTED, animated tiles
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
new page 'graphic set' (listed here for drafting)
- 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.
- add explanation of syntax, must be same size as tileset (http://dwarffortresswiki.org/index.php/40d_Talk:Graphics_set_repository#Questions:_making_your_own_set)
- table automatically grabbing creature names, [CREATURE NAME], default letter, (what else is useful?) from raws. TODO: ->ask lethosor for bot/template?
- template in text form you can copy into text editor and only need to insert bitmap name, coordinates (assign coordinates automatically instead?). should be read from raws, too. TODO: how to group? By biome? phylogenetic? ha! I wish; include vermin? useless, but who doesn't love to draw bugs
- list of inconsistently named creatures to beware 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