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40d Talk:Graphics set repository

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Revision as of 12:02, 22 December 2007 by Markavian (talk | contribs) (Updated sphr_mkv_12x12_graphics_v0.2.zip with Sphr's sharper pixel graphics)
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This would more accurately be called List of user graphics sets, to match the List of user character sets page. The info about graphics sets can be merged into Tilesets. Also, it seems DR is the only one updated for the new version, does anyone care to test the others? Do they work, and if not, will they ever get updated? --Turgid Bolk 02:19, 5 November 2007 (EST)


This is a message to the user "Duplex," who posted a cool little DR-style graphics update to the page: Could you please list your graphics_example.txt so I can know what dwarves are what? I'd love to implement this in the new version, unless DR publishes his work soon. Also, I think it'd be nice to have a little less boxiness to the current DR set, and was wondering if a simple dithering pass or something would make the icons appear less "boxy" and more smooth against a black background. Ideas? Schm0 14:49, 11 November 2007 (EST)


I've created and added Template:GraphicsSet to match the outline of List of user character sets page. I don't know what we should do with the outdated sets. Some of the links don't work and it just looks sloppy. Should it just be deleted? Plac1d 11:40, 23 November 2007 (EST)

12x12 Tileset

Go on, someone make a 10x12 or 12x12 tileset? That way people using the default tileset, or me with my 12x12 solid curses tileset, can enjoy pretty gfx too. My screen is too small for 16x16, though I'm tempted to give the 8x10 one a go! --Markavian 11:32, 18 December 2007 (EST)

Hmmm. Personally, I find that 16x16's pixel budget is already too tight for a proper "graphic" gfx set. Anything smaller would violate what I term first principle of icon design :Icons must be distinguishable (not just different!). Anything smaller, I think I would switch to partial symbolic means. e.g. have a distinct background image (maybe a dwarf head?) denoting the race and a foreground symbol (like a pick for miners) to denote profession. I would say that I am trully interested, but I have my hands tied up right now with 16x16 which will take a looong time to approach completion. No promises, but if I need a break from 16x16, I might do a "sample" set for 12x12 (e.g. just all the major profession groups) But if you really want one badly, why not try starting a new set yourself. It's fun! -- Sphr 21:32, 18 December 2007 (EST)
ok, what I did is I took my WIP 16x16 and do a direct shrinking + sharpening. This is the result. Sphr_dwarves_12_12.png. You will have to grab Veryinky's text file and modify the data there for 12x12 though. Feedback is welcome but I prob can't devote time to the 12x12 icons. The most I can do is use a semi-automated way of generating it from the 16x16 version. sorry about that. I will find time to extract out the text part and add somewhere to wiki so that we don't have to do some nasty rapidshare download (I always can't seem to download from it :( ) just for some text. Or you could just do your cut and paste directly over whatever bmp file you are using right now -- Sphr 21:45, 18 December 2007 (EST)
Thanks Sphr, I've packaged it all together into an easy to install mod: download (59KB) (v0.1)
It doesn't look bad, not at all. I'd argue 12x12 is plenty, we're spoilt with the number of pixels we have these days! Remember the first Command & Conquer? Animated infantry units had whopping 11x11 pixels. ... I look forward to your updates, my fort with only 7 dwarves doesn't give much opportunity for detail. Screenshot. --Markavian
Sorry about the half-pink pixels. Thought that I got rid of those by using nearest neighbor when resizing. Hmm. yeah. It turned out better than I thought. I think it is relatively safe to say that at least the major profession groups are distinguishable. It remains to see how distinguishable the sub professions are. Guess we can only find out after we test with a much larger dwarf colony. -- Sphr 11:51, 19 December 2007 (EST)
Updated the 12x12 version. Can be found here. I've cleaned up the transparent pixels after shrinking, but I didn't test it. Feel free to try. -- Sphr 15:09, 21 December 2007 (EST)
Thanks, those pixels look much sharper now. Have included it in v0.2 of the mod package: http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.2.zip sphr_mkv_12x12_graphics_v0.2.zip (61.5KB)

Text Data for manual install users

If the tileset is simple (1 image), it could be beneficial to follow PTTG's smart example of including the text data in the image page itself, i.e. the page you get to when you click on a wiki image created by something like: [[Image:PTTG16x16graph.png]] ) , so that users can just copy and paste the text data directly into raw/graphics. And given that the image (usually png) is available for saving, users don't have to download anything explicitly from any file hosting sites. I think it is definitely an alternative to consider esp when compared to file hosting services like rapidhshare (which I always have problem with), and although other file-hosting (esp those on personal sites) are fine, they may have stricter traffic controls. -- Sphr 04:14, 21 December 2007 (EST)

Regarding Dystopian Qantas

Anybody knows what is tile for dwarves.bmp 9:4 ? The tiles above are:

[DRUID:DWARVES:9:0:AS_IS:DEFAULT]
[GUILDREP:DWARVES:9:1:AS_IS:DEFAULT]
[MERCHANTBARON:DWARVES:9:2:AS_IS:DEFAULT]
[MERCHANTPRINCE:DWARVES:9:3:AS_IS:DEFAULT]

[??????:DWARVES:9:4:????:????] << this line don't exists in the text data.

From the looks of things, it could be sheriff/captain of the guard, so I'm going to assume that until somebody kindly corrects me.

--Sphr 10:23, 21 December 2007 (EST)