Antialiasing can be removed with Inkscape's pixellize filter, but then I'd just have the default tileset. :P
Any glyphs in particular that look bad? I can minimize antialiasing by aligning things on pixel boundaries whenever possible.
After 2 years of artistic progress I've begun to loathe how the graphics set looks. It's too cutesy and clashes with the serious tone of Dwarf Fortress.Nice! That's some impressive silhouetting with the animals, very recognizable.
So instead, I've directed my attention to this newer graphics set.
Can you show us an example of them vectorized? That might make the dwarves look more dwarfy. Or indicate that they do indeed need beards. Cause, dwarves.
Bitland!
Why would you post something like that?!
Will there be a square version? With TWBT nowadays there is no reason not to have square graphics.
While not as detailed as GemSet, I think this graphics set will accomplish what my ideal graphics set would do: clearly convey what things are but leave details up to the imagination of the player. No more chunky, goofy-looking dwarves sliding around the screen with a blank look on their face. Just a silhouette to convey the idea of a dwarf like ASCII does.
I don't really understand how the sizing works with tilesets to be honest though.
What size would one need for a 1920x1080 monitor for it to show correctly?
I like to play 1x1 embarks, though, so I like to pick out tile sizes based on vertical resolution. To see an entire 1x1 embark at once, you need 50 vertical tiles (48 for the embark and 2 for the UI border).
1080 / 50 = 21.6
If I want to be able to see my entire embark on a 1920x1080 monitor, I need a tileset that's 21 pixels tall or smaller. I like to go for tilesets 20-pixels tall to leave room for the task bar and the game window's border for playing in windowed-mode.
DragonDePlatino, are you okay with curses_vector being bundled in Lazy Newb Packs? It'd be nice to have some high-rez stuff.
so there is not going to be a 12x8 version of this graphic set?
Hey folks, I'd like some feedback and help with workshops. I want to completely overhaul all of the vanilla workshops for Bitlands.Those look great! I like the color-coding.Butcher's shop, metalsmith's forge, fishery, ASCII as examples.Spoiler: mockup workshops (click to show/hide)
All of the workshops will have border tiles to help separate adjacent workshops.From what I can tell, this is impossible for a normal graphics pack.
1. Can you change the tiles of vanilla workshops? Ideally, I'd like to change them to use 9 unique characters (pictured right) so the TWBT overrides can make each a unique tile.It might be possible with the Soap Workshop using building_custom.txt, but I don't think you can do this with most workshops, except maybe with DFHacking.
2. Where can I find a comprehensive list of all the workshops?The closest thing I can think of is to build them all in-game and use DFHack and Clément's /hack/script/ (http://www.bay12forums.com/smf/index.php?topic=138754.msg7639873#msg7639873) .lua file to lookup clues for the TWBT override codes.
I always go by raws instead of the wiki so I have the official ordering.What does the ordering do?
There's no real reason for the ordering. It's just to keep things organized and consistent with mod support (because workshops will be done in the order defined in the raws and some mods lack wiki documentation). But if there's no real ordering outside of DFHack trickery, I guess I'll just stick with the order specified on the TWBT page.
Any plans for an 800_600 version?I'm afraid not. For both curses_vector and Bitlands I'll be sticking with a 2:3 tile ratio as I've found that works best when resized up to 1080p and 4K monitors.
Would it be possible to apply the latest current graphic-pack science and have a subtle graphical deviation in this style based on the material of individual objects?That would be a good feature but unfortunately it wouldn't work well in a minimalistic tileset like this. I've experimented with doing basic things like profession tiles and the resolution is just too small to make a difference!
Wow, all civs with detailed professions, awesome.
I have another question though. Will you update the tileset with the new df updates? I really don't want bitlands to be forgotten like gemset.
Are you aware of the additions that Japa made to TWBT? Namely the option of adding a variety of sprites for a single object; adding sprites for different materials; and adding a sequence of changing sprites for a single object (aka animations).
Bitlands looks actually 100% incredible. Good work!
becomes the closest Dwarf Fortress has to an "official" look.Difficult, considering that people either go for graphical packs like Phoebus/Spacefox , or stick to ASCII.
I for one love all the extra work you put in, the scripts, compability, vectors graphics... Its great. :-)
How is it going? I'm so excited about bitlands.
I don't know what I am awaiting more: df party system update, or bitlands release. Probably both.
Gotta check the thread every day.
======================================
COLOR CODES
======================================
#BLACK 0
#NAVY 1
#GREEN 2
#TEAL 3
#MAROON 4
#PURPLE 5
#OLIVE 6
#SILVER 7
#GRAY 8
#BLUE 9
#LIME 10
#CYAN 11
#RED 12
#PINK 13
#YELLOW 14
#WHITE 15
======================================
CREATURE TILES
======================================
#DAEMON 38
#HOMINID 66
#HOMINID_BIG 67
#BLOB 69
#TUBE 70
#TUBE_MAN 71
#TENTACLE 72
#TENTACLE_MAN 74
#ANURA 75
#ANURA_MAN 76
#LIZARD 77
#LIZARD_MAN 78
#SHELLED 80
#SHELLED_MAN 81
#RODENT 82
#RODENT_MAN 83
#CANINE 84
#CANINE_MAN 85
#FELINE 89
#FELINE_MAN 97
#BULKY 98
#BULKY_MAN 99
#EQUINE 100
#EQUINE_MAN 101
#PRIMATE 102
#PRIMATE_MAN 103
#FISH_SMALL 104
#FISH_LONG 105
#FISH_BIG 106
#FISH_FLAT 107
#PINNIPED 108
#PINNIPED_MAN 109
#BUG_GROUND 110
#BUG_GROUND_MAN 112
#BUG_FLY 113
#BUG_FLY_MAN 114
#BIRD_SMALL 115
#BIRD_SMALL_MAN 116
#BIRD_BIG 117
#BIRD_BIG_MAN 118
#BIRD_TALL 119
#BIRG_TALL_MAN 120
#BIRD_NOFLY 121
#VEHICLE 122
#DIETY 142
#BOGEYMAN 164
======================================
GRASS TILES
======================================
#GRASS_BLADE1 46
#GRASS_BLADE2 44
#GRASS_BLADE3 96
#GRASS_BLADE4 39
#GRASS_BAMBOO1 179
#GRASS_BAMBOO2 186
#GRASS_BAMBOO3 244
#GRASS_BAMBOO4 245
#GRASS_SHROOM1 166
#GRASS_SHROOM2 167
#GRASS_SHROOM3 252
#GRASS_SHROOM4 253
#GRASS_EYE1 79
#GRASS_EYE2 111
#GRASS_EYE3 9
#GRASS_EYE4 248
#GRASS_ARM1 242
#GRASS_ARM2 243
#GRASS_ARM3 169
#GRASS_ARM4 170
======================================
PLANT TILES
======================================
#SHRUB_GRASS 174
#SHRUB_GRAIN 215
#SHRUB_REED 20
#SHRUB_STALK 157
#SHRUB_BRANCH 152
#SHRUB_VINE 21
#SHRUB_BUSH 5
#SHRUB_LEAFY 6
#SHRUB_BULB 229
#SHRUB_TUBER 235
#SHRUB_MELON 147
#SHRUB_SHROOM 231
#SHRUB_BARB 15
======================================
PLANT GROWTHS
======================================
#GROWTH_LEAVES 6
#GROWTH_FLOWERS 5
#GROWTH_BUDS 237
#GROWTH_HEART 3
#GROWTH_BULB 229
#GROWTH_POD 170
#GROWTH_NUTS 59
#GROWTH_BERRIES 58
#GROWTH_ETAERIO 236
#GROWTH_ROUND 7
#GROWTH_LONG 169
#GROWTH_MELON 9
#GROWTH_PEPPER 44
#GROWTH_PINEAPPLE 224
======================================
TREE TILES
======================================
#OW_BROAD 5
#OW_FRUIT 6
#OW_NUT 139
#OW_PINE 23
#OW_PALM 226
#OW_SHROOM 11
#OW_BROAD_DEAD 161
#OW_FRUIT_DEAD 141
#OW_NUT_DEAD 152
#OW_PINE_DEAD 18
#OW_PALM_DEAD 13
#OW_SHROOM_DEAD 147
======================================
TREE GROWTHS
======================================
#GROWTH_DROOP 35
#GROWTH_POLLEN_CONE 126
#GROWTH_SEED_CONE 162
#GROWTH_CONE 162
#GROWTH_POLLEN_CATKINS 42
#GROWTH_SEED_CATKINS 238
#GROWTH_NUT 59
#GROWTH_ACORN 147
#GROWTH_SAMARA 60
#GROWTH_TREEPOD 127
#GROWTH_FEATHERS 168
#GROWTH_EGGS 111
[PLANT:ARTICHOKE]
[PICKED_TILE:34]
[PICKED_COLOR:PINK:BLACK:BLACK]
[DEAD_PICKED_TILE:34]
[DEAD_PICKED_COLOR:GRAY:BLACK:BLACK]
[SHRUB_TILE:SHRUB_STALK]
[SHRUB_COLOR:LIME:BLACK:BLACK]
[DEAD_SHRUB_TILE:SHRUB_STALK]
[DEAD_SHRUB_COLOR:GRAY:BLACK:BLACK]
[GROWTH:LEAVES]
[GROWTH_PRINT:0:GROWTH_LEAVES:GREEN:0:0:ALL:1]
[GROWTH:HEART]
[GROWTH_PRINT:34:GROWTH_HEART:WHITE:0:0:0:59999:3]
[GROWTH:FLOWERS]
[GROWTH_PRINT:34:GROWTH_FLOWERS:BLUE:0:0:60000:119999:2]
[PLANT:ARTICHOKE] cynara cardunculus
[NAME:artichoke][NAME_PLURAL:artichokes][ADJ:artichoke]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:34][PICKED_COLOR:13:0:0]
[DRY][BIOME:GRASSLAND_TEMPERATE]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen artichoke wine]
[STATE_NAME_ADJ:LIQUID:artichoke wine]
[STATE_NAME_ADJ:GAS:boiling artichoke wine]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:HEART:FRUIT_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:PURPLE]
[DISPLAY_COLOR:5:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:artichoke seed:artichoke seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:yummy hearts]
[GROWTH:LEAVES]
[GROWTH:HEART]
[GROWTH:FLOWERS]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:5:2:0:0:ALL:1]
[GROWTH:HEART]
[GROWTH_NAME:artichoke heart:STP] bud not fruit
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:HEART]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:0:59999]
[GROWTH_PRINT:34:3:15:0:0:0:59999:3]
[GROWTH:FLOWERS]
[GROWTH_NAME:artichoke flower:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:34:6:9:0:0:60000:119999:2]
[DEAD_PICKED_TILE:34]
[DEAD_PICKED_COLOR:8:0:0]
[SHRUB_TILE:157]
[SHRUB_COLOR:10:0:0]
[DEAD_SHRUB_TILE:157]
[DEAD_SHRUB_COLOR:8:0:0]
Pardon me if you already answered this question somewhere as I'm lazy and don't feel like looking, but when Bitlands is ready are you going to make a new thread or just repurpose this one?
This is so awesome. I use a 3440x1440 34 inch monitor with Tergel, Gemset creatures, and curses vector text and have been looking forward to replacing Gemset with Bitlands since I first heard about it. I'm a bit fuzzy on this patcher though, will I be able to take just the creatures as easily or in a similar manner to Gemset?
I'd be happy to test a few things here and there. :)
def floor(name, pos, varied, uniform=0):
x = pos[0]
y = pos[1]
prefix = ['Light', 'Dark', 'Dry', 'Dead'] if 'Grass' in name else ['']
for i in range(4):
for p in prefix:
tiles[x + i][y].append('%s%sFloor%s:%s' % (name, p, i + 1, varied[i]))
if uniform and uniform != varied[i]:
tiles[x + i][y].append('%s%sFloor%s:%s' % (name, p, i + 1, uniform))
[OVERRIDE:46:T:GrassLightFloor1:tiles:72]
[OVERRIDE:46:T:GrassDarkFloor1:tiles:72]
[OVERRIDE:46:T:GrassDryFloor1:tiles:72]
[OVERRIDE:46:T:GrassDeadFloor1:tiles:72]
[OVERRIDE:44:T:GrassLightFloor2:tiles:73]
[OVERRIDE:46:T:GrassLightFloor2:tiles:73]
[OVERRIDE:44:T:GrassDarkFloor2:tiles:73]
[OVERRIDE:46:T:GrassDarkFloor2:tiles:73]
[OVERRIDE:44:T:GrassDryFloor2:tiles:73]
[OVERRIDE:46:T:GrassDryFloor2:tiles:73]
[OVERRIDE:44:T:GrassDeadFloor2:tiles:73]
[OVERRIDE:46:T:GrassDeadFloor2:tiles:73]
[OVERRIDE:96:T:GrassLightFloor3:tiles:74]
[OVERRIDE:46:T:GrassLightFloor3:tiles:74]
[OVERRIDE:96:T:GrassDarkFloor3:tiles:74]
[OVERRIDE:46:T:GrassDarkFloor3:tiles:74]
[OVERRIDE:96:T:GrassDryFloor3:tiles:74]
[OVERRIDE:46:T:GrassDryFloor3:tiles:74]
[OVERRIDE:96:T:GrassDeadFloor3:tiles:74]
[OVERRIDE:46:T:GrassDeadFloor3:tiles:74]
[OVERRIDE:39:T:GrassLightFloor4:tiles:75]
[OVERRIDE:46:T:GrassLightFloor4:tiles:75]
[OVERRIDE:39:T:GrassDarkFloor4:tiles:75]
[OVERRIDE:46:T:GrassDarkFloor4:tiles:75]
[OVERRIDE:39:T:GrassDryFloor4:tiles:75]
[OVERRIDE:46:T:GrassDryFloor4:tiles:75]
[OVERRIDE:39:T:GrassDeadFloor4:tiles:75]
[OVERRIDE:46:T:GrassDeadFloor4:tiles:75]
I found a few new overrides, like specific bodyparts from the butcher (brain, lung, liver, etc), and I managed to get rotten meat take a different sprite than meat. Still trying to figure out of I can manage that for different stages of rotting bodyparts like arms, legs, etc. too. :)
i have waited almost 2 years, release when
Wow, looks awesome.
A little suggestion though: humans & dwarves imo look better with black pixels as eyes, otherwise they're kind of hard to notice among other tiles. I liked the previous style dwarves more, but you can draw it as you want though.
Otherwise this all looks great (been looking forward to a sneakpeak like this), my only irks are that void-tiles look a little to solid, and that downslopes don't look like upside-down upslopes, but the latter is probably just a matter of what you are used to.
How do FBs and other random beasts look by the way, do they take the shape of a differently colored standard creature, or are they controlled by some different ingenius mechanism?
How should the 2x version of Bitlands look?
Vector graphics are how all tilesets and graphics sets should be done from now on.
Especially since these can easily be translated to square tiles.
Keep up the good work!
Hey DDP, how is the tileset?