everything else are some distortions on the letters.
I love the burning dwaf tile
Err, I downloaded the package with DF 34.06 prepacked into it and all my genders are showing up as boxes [] instead of the actual gender.
Other than that I'm really enjoying the graphics set ^-^
After finally compiling the only free TTF editor for windows, I added them myself.
The font is also lacking the weight symbol.
What about Quality indicators? Row1 015 (the sun) is used for masterworks. Is that needed for TTF text?
latest font ttf
Very nice Graphics, I especially like Myne's tiles; true to the ASCII tiles with the benefits of clean aesthetic and symmetry of 18x18.
I was disappointed when I saw little plain r's (ravens) flying around my fort
Troll
Ogre
kobold
hyena
jackal
ostrich
koala
emu
giraffe
grizzly bear
Black bear
polar bear
little penguin
penguin
emperor penguin
gibbon (bilou)
gibbon (black-crested)
gibbon (black-handed)
gibbon (pileated)
gibbon (gray)
gibbon (white-handed)
gibbon (white-browed)
gibbon (silvery)
gibbon (siamang)
gorilla
chimpanzee
bonobo
orangutan
gray langur
bluefish
bluefin tuna
carp
cod
coelacanth
common skate
conger eel
frill shark
Great barracuda
halibut
Marlin
Milkfish
Narwhal
ocean sunfish
Opah
Orca
pike
sea lamprey
sperm whale
spotted wobbegong
spiny dogfish
sponge
sturgeon
swordfish
tigerfish
EDIT:
*v06 released*
Added the following creatures:Code: [Select]Troll
Ogre
kobold
hyena
jackal
ostrich
koala
emu
giraffe
grizzly bear
Black bear
polar bear
little penguin
penguin
emperor penguin
gibbon (bilou)
gibbon (black-crested)
gibbon (black-handed)
gibbon (pileated)
gibbon (gray)
gibbon (white-handed)
gibbon (white-browed)
gibbon (silvery)
gibbon (siamang)
gorilla
chimpanzee
bonobo
orangutan
gray langur
bluefish
bluefin tuna
carp
cod
coelacanth
common skate
conger eel
frill shark
Great barracuda
halibut
Marlin
Milkfish
Narwhal
ocean sunfish
Opah
Orca
pike
sea lamprey
sperm whale
spotted wobbegong
spiny dogfish
sponge
sturgeon
swordfish
tigerfish
for some odd reason only "Default" graphics for dwarfs and other living things work for me. Soldier, dead, zombie, noble and others dont show, only default show.
This is amazing. I tried doing something like this:
www.bay12forums.com/smf/index.php?topic=99194
... but your version is much more creative and awesome!
barn owl
kiwi
white stork
buzzard
puffin
hornbill
kestrel
wren
Grackle
Cockatiel
cardinal
bushtit
blue jay
magpie
masked lovebird
oriole
peach-faced lovebird
Red-winged blackbird
sparrow loon
cave swallow
Parakeet
lorikeet
grey parrot
kakapo
blind cave bear
panda
coyote
dingo
fox
hamster
banded knifefish
thornback ray
bat ray
steelhead trout
spotted ratfish
salmon
sailfin molly
rainbow trout
perch
mackerel
lungfish
herring
hake
guppy
flounder
clownfish
clown loach
cave fish
brown bullhead
black bullhead
yellow bullhead
brook lamprey
hagfish
cattlefish
glasseye
anchovy
char
sole
shad
white spotted pufferfish
oyster
mussel
Sea nettle jellyfish
Seahorse
longnose gar
giant grouper
capuchin
magma crab
acorn fly
fly
firefly
blood gnat
mosquito
honey bee
bumblebee
dragonfly
damselfly
moth
monarch butterfly
pixie
fairy
mantis
thrips
louse
roach_large
beetle
ant
termite
phantom spider
jumping spider
cave spider
brown recluse spider
tick
bark scorpion
cave lobster
worm
leech
knuckle worm
snail
slug
purring maggot
*v07 released*
Very well done.Thanks!
Does your custom sprite support the gender symbol ? I use a custom sprite as well, but both my gender symbols are displayed as asterix *. WWould be great to know the glyph ID so I can change them.
How does one get the solid colour ground tiles like in the first screenshot?
How does one get the solid colour ground tiles like in the first screenshot?
By default, the tileset is set to Myne. if you want to use the CLA tileset, open data/init/init.txt and replace the 4 instances of "Myne.png" with "CLA.png"
I just want to thank you for this tileset. I looks so...clean and pretty, i love it!Thanks! Let's hope I find some time in summer to complete the creature graphics!
Thanks! Let's hope I find some time in summer to complete the creature graphics!I really dont see how you could make this tileset better then it already is, because i am just in love with it. Its my new favorite tileset and deserves alot more attention in my opinion, as it blows ironhand, phobeos, and mayday out of the water (my opinion)
I really dont see how you could make this tileset better then it already is, because i am just in love with it. Its my new favorite tileset and deserves alot more attention in my opinion, as it blows ironhand, phobeos, and mayday out of the water (my opinion)Thank you!
Thanks for making my DF experience that much better.
One thing i would suggest though would be to make Myne and CLA seperate downloads, as im sure screwing around in the init folder is a bit confusing for some people. Or just make CLA the default, because its the better texture in my opinion.
Thanks Guys!
@Meph:
Feel free to use it at any point. Also I'll see if I can find some time later today to start a fort and see what I can improve about the rails and minecarts at least.
how would i make this work with the lazy newb pack?
http://imgur.com/8XzJL (http://imgur.com/8XzJL)
I just installed this after you replied to my comment in the Mayday pack thread (thanks for your help).
Is it supposed to look like the picture above? Are those missing textures?
Ok, thanks for the info, I can live with that just fine.Yes, a related bug. True type doesn't work perfect yet, so you'll see that from time to time. A temporary fix is to scroll out and back in again. That will "reset" the missing letters.
Another thing that I noticed was that certain lines of text on menu screens (namely the announcements and units screens) have missing letters every now and then. Is this a related issue?
Here are some errors Terminal generated, I don't know if this is useful information or not.I don't think that's related to my graphic pack.
Thanks for all the help. I believe I'm getting the hang of things, and I definitely prefer your graphics over everything else I've tried!You're welcome, and Thank you!
I love this tileset but the only think I dislike is the "X" : \
are you planning to change it on the future update?
I recall you mentioning a 16*16 setNo idea. Must have been a mistake on my side. Myne is very close to the default tileset - which is 16x16, though. Maybe that's what you meant.
I love this tileset but the only think I dislike is the "X" : \
are you planning to change it on the future update?
Problem is, the X is used for the cursor, bins, up/down-stairs and text.
Personally I perfer the X to be proper up/down-stairs since I use TTF anyway and I can deal with the cursor. The bins are still an eyesore, however.
So I opted for the current version as a compromise.
What kind of X would you like? More stair-like? Less stair-like?
Just keep it an "X" but I would prefer a smoother version something like phoebus' "X"
I suggest you do it this way this tutorial of shook can help you with the Anti-aliasing of pixel art
http://forum.toribash.com/showpost.php?p=1678209&postcount=2
This is just wonderful, I love it. Thanks for the hard (and creative) work!
Very nice. I could get used to this pack.Thanks!
Minor note. The mirror I used did not include a mouse.png file, so I copied one over from the ASCII pack.
I saw this and it looks really cool but I a slight problem making me feel rather silly. Its a rar file and I don't know what to do with it. What do I with a rar file?It's an archive, like zip. Install Winrar, or better yet 7zip.
Thank you. After using it this has easily become my favorite graphics pack.I saw this and it looks really cool but I a slight problem making me feel rather silly. Its a rar file and I don't know what to do with it. What do I with a rar file?It's an archive, like zip. Install Winrar, or better yet 7zip.
http://www.7-zip.org/
Hello, may I use your amazing graphics set for an advanced ASCII version of my Post-Apocalypse mod? I know some people who play it in ASCII, but new creatures are confusing and it would help a lot, especially your amazing insect tiles.Sure, go ahead. I think the creatures work best if all other letters are the same , but if you want to just use the creatures with another tileset, there's already a download with only creatures here:
Is this alright with you?Sure, Go right ahead! I made them like this because I like the dwarven smiley face a lot, and I wanted the other civ creatures to be consistent with that, if you're curious about my reasoning.
Also, I downloaded the set and I think "rodentia" might be broken because squirrels and rats that I've seen so far just look like vanilla ones (periods) instead of using your graphics. Do I need to change something, because the other animals seem to be working like the dogs and pigs?
Sure, Go right ahead! I made them like this because I like the dwarven smiley face a lot, and I wanted the other civ creatures to be consistent with that, if you're curious about my reasoning.
Well, it works as intended. There just isn't graphics support for "vermin" yet. I just said fuck it and made them anyway. Less work to do once that will work in 5 years.
Thanks - appreciate it. I love the look of your single-colored sprites, reminds me of the Atari that I had back in my childhood. Trying to work within the 18x18 pixel limit with only one color should be a fun artistic challenge.Yeah, 18x18 is serious business.
True enough, I was just sad since I thought that your rodentia sprites were especially cool.Thank you. Well, as DF fan, I'm used to playing the waiting game. So eh, one day. One day.
I really loved your tileset, but creature graphics still looks a bit unusual to me. Is there any easy way to turn off creature graphics and leave the rest of graphic (solid grass squares, stone walls etc)? Exactly the way it's done on comparison gif:GRAPHICS:YES to GRAPHICS:NO in init files.Spoiler (click to show/hide)
is it possible to play it with some graphic tileset? (phoebus, ironhand, mayday)Yes.
The main change I do to raws when I play with it - I make all grass/plants dark green and all colored plants dark colors, and all trees light green. It makes trees to stand out much better.
Also I add ground background > and < symbols with a line under them (which appear when arrows hit the ground or fire spreads) so they are not black.
for some odd reason only "Default" graphics for dwarfs and other living things work for me. Soldier, dead, zombie, noble and others dont show, only default show.
Fixed. DFFD should be up in a second, mediafire will follow. Thanks again.
*v06b released*
-fixed soldier and noble graphics not working
Hello, I still seem to be experiencing this issue. I just (well, a couple weeks ago) downloaded from DFFD, and only the default dwarf graphics are showing up in fortress mode (at least I only get default smilies when I look at the 'z' screen)
Strange thing is, the proper soldier graphics DO show up in adventure mode.
Did I manage to get an old version, somehow?
Gah, this is everything I hate about most of the more "attractive" tile sets.Seriously? If you dislike graphical sets, do not use them, stay with Ascii or do it yourself. But please dont insult the work of someone else for no reason.
It has modified the RAWs to change the default characters for various things, and somehow in the process altered what character is used for... whatever that is. Stone, or Soil, or what.
Also, there are three different colors of background for the trees, NONE of which match the background color for the ground. The stick trees are black, and even those are the wrong tile.... unless they're glumprong's I guess.
At least the bug colony does not look like a brick well or a ring or some shit like that.
I think you fix it by using a tile set that does not hack your RAWs. Or at least one that does a better job of it.
So how do i fix this?I don't know how exactly PE's starter pack works and what it does and does not. I also don't know which graphic set you used before this. But as puke and Meph said, your raws aren't the correct ones for this particular tileset. I think these are the raws for phoebus or ironhand. CLA only changes the glumprong tree, and the wheelbarrow and minecart tiles. The raws are otherwise identical with the default raws.
Anyway, how do the tileset managers in things like LNP work? replace your RAWs on the fly, to support the needs of each set?That would be my guess.
[...]Nah, it's cool. Don't sweat it. Besides the criticism is pretty valid. I don't like changing the raws either, but I couldn't have both, minecart tracks and a glumprong that looks like a glumprong. As for the varied ground tiles thing: someone once called CLA a pickle salad or something to that effect, posting this image (http://imgur.com/Yf46qmd). I find it fucking hilarious how similar it actually looks to the tileset. I love the look but it's obviously not for everyone.
Got an error when trying to launch DF with your tileset :
Not found : data/art/mouse.png
Not unplayable but any means, but I think multi-tile trees could use some fixing up. They show up as just black/very dark tiles, which is really quite confusing as the upper parts of trees look like miniature mountains at first glance.
Preinstalled version yields,Not unplayable but any means, but I think multi-tile trees could use some fixing up. They show up as just black/very dark tiles, which is really quite confusing as the upper parts of trees look like miniature mountains at first glance.
Any screenshots? I've only played Adventure mode up until now and those seem to be fine. Just now started a fortress and I see a lot of chestnuts and willow pollen catkins, which I guess look a bit odd en masse. Otherwise I don't really see what you mean.
Also, version with df preinstalled:
http://www.mediafire.com/download/arverun16qlx66d/CLAxMyne_40_01_v16.zip
Preinstalled version yields,
Not found:raw/graphics/example/dwarves.bmp
Thanks, much love for making this.Thank you!
Hey, I love your tileset, and I would love permission to adapt it for Cataclysm DDA (http://en.cataclysmdda.com/pages/2/display) or if you're interested in that RL maybe you could. I'm not an artist, so really the only thing I would be able to do is be moving your sprites into font forge and maybe fiddling with the colors a bit.
thanks for the graphics CLA your is my favorite, mostly the creatures, still ASCII but whit some much more A in it!Thank you.
The d_init.txt file is missing a line about the population cap:
[STRICT_POPULATION_CAP:220]
which is located right after the old [POPULATION_CAP:200]. As a quick fix, just change your d_init so it look likes:
[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]
If you don't do this, you'll be stuck with your original 7 dwarfs forever.
My favorite. This is just epic.
OH, i really like how you did the lower elevation with the lines, clever. And the downward slope really stands out. I like it.Thanks, I had it like this before, but I removed a line on the outside inspired by your tileset. Definitely works better.
How would I go about just using the animal graphics without the rest of the graphical changes? I prefer the ASCII in general but the animal graphics would be a great addition on their own.The pack already comes with an alternative tileset that is very close to the how the default would look in square 18x18 (derived from Haowan (http://dwarffortresswiki.org/index.php/Tileset_repository#18.C3.9718)). Instructions to use it are in the OP.
Is it possible to make the pack for the original ASCII art size?There are two things here, the "original ASCII art" size (which is 8x12 windowed and 10x12 fullscreen per tile) and the aspect ratio (both somewhere around 4:3; not square). From your reasoning it seems that you don't care so much about the size, but the non-square aspect ratio, right?
Yeah, I tried to scale it up to work with the 32x48 size I use in adventurer mode but I suck at it.
Is it possible to make the pack for the original ASCII art size?There are two things here, the "original ASCII art" size (which is 8x12 windowed and 10x12 fullscreen per tile) and the aspect ratio (both somewhere around 4:3; not square). From your reasoning it seems that you don't care so much about the size, but the non-square aspect ratio, right?
Short answer: Yes, it's possible, no I won't do it. If you want a quick solution, resize the tileset to 18x24 (288x384 pixel) or 14x18 (224*288) with the Nearest Neighbor algorithm; you don't need to change any text files. The creature graphics will adjust automatically, too.
For your reference, I use XnViewMP or Photoshop for resizing, but Gimp or any other program that can save transparent PNG and has the Nearest Neighbor resizing algorithm would work. MSPaint doesn't.
Long answer:Spoiler (click to show/hide)
I wasn't talking about the tileset, I'm talking about the creature graphics. From your answer it seems that all I have to do is install only the creature graphics to make those work?The game automatically resizes creature graphics to have the same dimensions as your main tileset. Of course the result might be muddy or distorted and look worse than manually resizing.
If you have an idea for what to rename it as, btw. I'm probably just gonna go with CLAnonSquare and CLAnonSquare2x unless you've got a better suggestion.I'd have called it CLA18x27, but any name is fine really.
A lot of really clever little visual tricks you did with this btw, I've been trying to preserve the letter-ness as always, and trying to make sure I'm interpreting the animal features to preserve them properly. If you see any that I obliterated unintentionally lemme know.Thanks, They look fine to me from a quick glance.
Clearly you've been busy, and hopefully having heaps of fun. Just wondering if there is a decent chance of an update with 42.07 (probably coming sometime this month...). Love the myne set and looking forward to the emergence of the new creatures. Cheers.
I wanted to switch to github, so the workflow functions better together with fricy's graphic set repo and PeridexisErrant starter pack, and to that end standardize the graphic set with Quiet-Sun's tools.
For that I need to think about the best way to do that, sit down an evening and just do it. That evening just hasn't materialized yet.
The new tileset doesn't seem to have the actual creature graphics?What are you referring to, specifically?
Oh. It seems I only downloaded the tileset, rather than the creature graphics (I used the standalone link). I can't seem to find the creature graphics list.The creature graphics are in the standalone link too (unless you mean you literally downloaded the image by right click>"save image as...").
With github, I now have 3 places I have to upload the releases to (plus the starter packs that distribute it). I'm thinking of dropping mediafire as mirror for now, but I figured I'd ask first if someone is depending on it.
Hmmm, why are the graphics.png so tall (some are like 4x2 rows of tiles and then like 900 blank pixels) in some cases? Is that for compatibility with the QS tools? Some of them are also blank which I guess are placeholders?
You don't have to upload the standalone pack to Github - it'll create a zip and tarball automatically, from the latest commit on master when you make the release.
Just wanted to let everyone following this thread know that the above link still works with version 0.43.03 of Dwarf Fortress. In fact, all graphics packs that are compatible with version 0.43.02 should be compatible with 0.43.03 since the only change was to "reaction_adv_carpenter.txt", which doesn't look like it's of use to any graphics pack.
Just wanted to let everyone following this thread know that the above link still works with version 0.43.03 of Dwarf Fortress. In fact, all graphics packs that are compatible with version 0.43.02 should be compatible with 0.43.03 since the only change was to "reaction_adv_carpenter.txt", which doesn't look like it's of use to any graphics pack.
Accordingly, latest github source should still work for 43.03 if you want to play NOW. I don't know when I have time to update github and do a release. Feel free to confirm the above statement and send a pull request if something needs to be changed though.
I'm not sure if you already knew this, but it looks the only change between v0.43.01 and v0.43.02 was to "body_default.txt", which fixed an issue with a couple humanoid types who seem to have had right feet where their left feet should have been.I did know already, but thank you nonetheless! Maybe we could have a wiki page with all the changes, or even better a wiki bot/script that diff's all the DF files when a new release comes out and puts the results on a wiki page.
So, anyway, a map posted in Taffer's thread (http://www.bay12forums.com/smf/index.php?topic=107924.msg7007630#msg7007630) has got me thinking that I don't really like the way mountains look on maps: The progression peak>high mountains>(medium) mountains>low mountains doesn't visually work entirely because low mountains look lighter colored than medium mountains.
I tried to change the low mountain tile as it's not really interfering with super important tiles (animal traps, tree trunk peaks and mechanic's workshops will manage with the change.) and I'm quite happy with the result for now. Especially from far away (second gif) you can recognize the gradient more easily. It's not a particularly important change, but good looking maps are always nice to have.
...
I think it would be nice if the difference in color between medium mountains and low mountains would be greater, but I'm getting to a point where the low mountains
get too dark (and the medium mountain tile is already at 100% alpha 100% white on the tileset). So we'll see what I'll do with that.
a map resulting from my rambling post, at least--provided a little inspirationIt's actually your whole tileset that makes me strife for a good looking map. I'm pretty sure a world map picture with some years old version of Taffer was the first time I've thought that DF maps could be beautiful.
Is it okay to include your tileset with lazy newb packs?
Better not to set the df_max_version unless you *know* that it's incompatible past a certain point.
The idea is to allow old packs to be used by PyLNP for old installs, not require manual intervention with every update :)
If the manifest is checked reasonably quickly after updates, it should be fine :)
PyLNP can actually handle multiple DF installs next to each other! So you could have eg. "CLA034", "CLA040", and "CLA043" graphics, as seperate packs. Then give them non-overlapping version ranges and identical title+tooltip, and you've just faked having the same pack working for incompatible versions.
But I changed one tile in the main tileset (127, lower mountains), as shown a few posts back.
I assume the relevant branch tile is currently showing an irritatingly misleading image.I'm guessing it's not too irritating. It's still using a branch-looking tile. No one's reported it until now, and I only noticed because I was comparing the walls of your tileset to Max™'s. Branches are kind of random, so it probably doesn't stick out too much in-game. I made a pull request.
Oh god I am not qualified to be a comparison source for fucking CLA.Sure, maybe you're a leading figure of the Non-Square Master Race and maybe comparing these two things are like comparing apples and oranges.
Oooh, that has the old school /dfg/ variant style cabinets I always liked, yoink and such.
Yep, I require releases because repos are often not in a releasable state.
Yep, I require releases because repos are often not in a releasable state.I should have figured that out on my own.
Once DFHack v0.43.05 comes out, I'll do releases on everything except CLA, Taffer, and Rally Ho!. (I'm guessing those three would prefer to do it themselves.) I would do them all now, but it's kind of tedious to retag things.I generally wouldn't mind someone doing a release for the sole purpose of updating a starter pack or something similar. That's a big part of why I moved CLA to github (with the organizational structure as it is) in the first place - If I vanish from the earth somehow, people still can easily do releases.
Perhaps it's not possible to override the default adoption of the underlying tile colourIt's not - that's why I suggested changing the color scheme.
Is it a CLA special?I made it, yeah.
Just thought it was worth mentioning as I was passing through.I appreciate it. Thank you.
The three colour schemes I kept for future experimentation were Another Natural Colour Scheme (far less bright, but that can be a good thing), AngleWyrm's Colourset (needs the greens to be more distinct) and Dawnbringer by Taffer (I'm a bit bothered by the off-black). There were a few which made my head hurt, and another half a dozen I noted down for an honourable mention. And several which were good but had a shockingly bad bit (bright orange for brown sticks in mind) which made them unusable for me.
Hi Cla,Hello Mohreb.
I was wondering, do you work or have considered working with vector graphics for your set (so that any size versions can be generated easily)?
Mohreb
twbt unit_transparency 0
Hello, I am using the newest version of the starter pack. I was wondering why all of the punctuation appears as colored spaces, is there a solution to this?It's on purpose. The ground is made up of punctuation tiles, and I prefer the ground to be opaque tiles. As a side effect, the punctuation in text is also these same tiles. While this is a limitation of DF, there are various ways to circumvent this:
It's on purpose. The ground is made up of punctuation tiles, and I prefer the ground to be opaque tiles.
I'm glad you like it!It's on purpose. The ground is made up of punctuation tiles, and I prefer the ground to be opaque tiles.
I happy about this. The punctuation tiles on the ground make my eyes bleed...
By the way, I love this tileset. I've been using it forever. Thanks for making it!
]
Thank you for the fast update.Thanks! Fixed and made a new release on github.
I think there is a small bug in de d_init file. Missing the lastCode: [Select]]
Glad to hear that! Though you should know that Jecowa updated pretty much all other tilesets including Mayday, Phoebus, etc already. The only thing that's still missing is twbt/dfhack, in case you're using that.
Also, the latest release should still be compatible with 47.02.
Is there any chance this tileset will be updated for the steam release?
If not, would you be okay for people to do it themselves and post to the steam mods page?
Thanks for making the best tileset.
Is there any chance this tileset will be updated for the steam release?
If not, would you be okay for people to do it themselves and post to the steam mods page?
Thanks for making the best tileset.