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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
- 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
new page 'graphic set' (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 (be assigned to?) 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 (documentation?)
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(you can choose the number and spatial...freely?). 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 Civilizations 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 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