I'm not great with this, but I got an idea for humans to fit your dwarves:
(http://img.ie/v651v.png)
I'm not 100% sure, but I think the 3 tiles you have circled are the railroad end stops. Maybe send a PM to Phoebus? I'm sure that they could tell you all the details you need to know :)
Its railway stops and the end of bridges. Hardcoded, cant be changed.
I'm surprised that nobody thought to just link to the relevant wiki article (http://dwarffortresswiki.org/index.php/Tilesets). Don't forget that they're also used for blood thorn trees and saguaro trees. Bridges and some biomes will look mighty strange.
The elves are gonna be styled after Link from legend of Zelda, cute and innocent...which will make killing them pretty funny/horrific
great job :) Loving the style
This is incredible, always nice to see another fresh and unique set. Great job, awfully adorable too.
Very nice graphic set :)
Thanks Spacefox, your work is excellent! It has become my favorite to play DF. :D
Started my first world with this tileset last night. Looking adorable already.
This is very nice. I like the look of the sprites, GJ.
Next time I play, I will load this up and see how it looks at different zoom levels.
Damn, this is amazing. This should go on forever. Please babysit us with constant updates for the rest of eternity! Pwetty pwease!
The dorfs are adorable! XD Great work, man! I've always loved the warm colors and the quirky atmosphere of Jolly Bastion, but couldn't get into it because it was ASCII. Having a graphics version with the same aesthetics is an awesome idea. :)
Edit: I have added it to the Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/DF2012:Graphics_set_repository#16.C3.9716_square_graphics_sets). Please do edit it if I did any of the descriptions or pictures wrong.
Damn, this is amazing. This should go on forever. Please babysit us with constant updates for the rest of eternity! Pwetty pwease!
I really like the look of this, would love to see it when it's all done!
here have a spider: /\(°°oo°°)/\
and a dolphin
it didn't like my tiny image
Open the init or d_init in data/init folder, check if GRAPHICS are YES. this handles the creatures sprites. Otherwise there might be a problem with objects/graphics and the txts, which I cant tell from here. I'd try the first one, you can even do it to a generated world. :)
One thing I noticed is its bloody hard to tell the difference between the end of a smooth/constructed wall and a fortification. Can you make fortifications slightly more fortification-y?
Hey Spacefox. I love and use you graphics set, and I'd like to know if you would allow me to modify it to make Gorons graphics for this mod: http://www.bay12forums.com/smf/index.php?topic=123486.0, since the mod allows you to play as the Gorons from Zelda, and I'd love to play using the mod and your graphics set together.
Help, please! No matter which graphics set I try, the dwarves always look like the default ASCII ones. The goblins and the animals have graphics tiles, so they work fine. Could it be because of I'm using a finnish language keyboard?
EDIT: For clarification, I did a clean install of DF and extracted the spacefox pack to the installation directory, like instructed. Here's how the game looks for me currently:
(http://img191.imageshack.us/img191/3953/sryn.jpg)
I also tried the mayday's graphic set, it looked pretty much the same, everything else had custom graphics except the dwarves themselves.
(http://i.imgur.com/IdvqP84.png)Miner, ranger, cook, ???(grower/herbalist?), carpenter, fisherdwarf, doctor, trader/manager, furnace operator, ?!?, jeweler, knife user?
... But what are those dwarves?
Could you make some installation guide for masterwork? i have problems merging it with default tileset
Could you make some installation guide for masterwork? i have problems merging it with default tileset
Sorry mate. Can't help you there. I suggest you Visit Meph's Masterwork thread for answers.
Hi everyone,
First thing first, thank you (OP) for the GraphicSet. it helped me alot to be able to play this crazy game.
Im just wondering about something. is it normal that all the zeros look like coffins for me? see next picture.
(http://i.imgur.com/WnIrvD0.png?1)
Can I fix it my self quickly?
Hamburger-6:~ Witch$ /Users/Witch/Desktop/df_osx/df ; exit;
Loading bindings from data/init/interface.txt
/Users/Witch/Desktop/df_osx/df: line 12: 19347 Abort trap ./dwarfort.exe
logout
[Process completed]
the bad news is that I tried to export it on mac and since I have an old mac that cant have the latest version of java then no MacNewbie pack, I was wondering why I got that error after I copy the graphics set in the DF folder. DF works without the pack.QuoteHamburger-6:~ Witch$ /Users/Witch/Desktop/df_osx/df ; exit;
Loading bindings from data/init/interface.txt
/Users/Witch/Desktop/df_osx/df: line 12: 19347 Abort trap ./dwarfort.exe
logout
[Process completed]
the bad news is that I tried to export it on mac and since I have an old mac that cant have the latest version of java then no MacNewbie pack, I was wondering why I got that error after I copy the graphics set in the DF folder. DF works without the pack.QuoteHamburger-6:~ Witch$ /Users/Witch/Desktop/df_osx/df ; exit;
Loading bindings from data/init/interface.txt
/Users/Witch/Desktop/df_osx/df: line 12: 19347 Abort trap ./dwarfort.exe
logout
[Process completed]
I think osx's overly agressive overwrite behavior that is causing this issue: when you copy spacefox into df it does not try to merge the folders, but deletes the old ones and copies the new folders into place, leading to missing files which cause a crash.
You could try:
a: manually copy the new files into the target folders.
b: the old macnewbie launcher. You can find it in the LNP folder, I kept it for legacy reasons like this. :) It's a bit buggy, and tends to make a mess of existing save folders when changing graphics packs, but as long as you do it before generating a new world it's fine.
By the way: I was not aware that java was deprecated for older OS Xs. :( Which system are you on?
This can hardly be fixed without using individual tileset for each item.
Guys, how can I change the font in the tileset? This tileset is pretty cool, but fonts really piss me off:Those "g", "p", "q", "y" really make me cry, the indentation between characters is gigantic, and the font itself seems to be too bold and big for me. For example, I like to play df windowed and in such case many descriptions don't fit in the screen. How can I change the font, remaining other tiles unchanged? For example, I liked the font from Jolly Bastion, Phoebus's one is ok too, default one is pretty convenient and readable. How can I borrow the font from there and fit it here?Spoiler (click to show/hide)
If you are talking about the font stored in the actual tileset graphics, you will need something like the phoebus tileset merge utility, or paint.net (or GIMP on linux, or something equivalent for OSX)to manually replace them in the tileset files. Those are also located in Data\art.I'm talking about right that. What is Phoebus merge utility? Could you give a link or something? I've really tried googling but didn't find it(
If you are talking about the font stored in the actual tileset graphics, you will need something like the phoebus tileset merge utility, or paint.net (or GIMP on linux, or something equivalent for OSX)to manually replace them in the tileset files. Those are also located in Data\art.I'm talking about right that. What is Phoebus merge utility? Could you give a link or something? I've really tried googling but didn't find it(
Also, how do I make metal ores and gems look different? Probably I need to edit some data files?
Thanx) I've read your post with a link only after I've posted so I modified my post after that, but you've already given the answer to the modified question too)Also, how do I make metal ores and gems look different? Probably I need to edit some data files?
I haven't given that a shot yet. I imagine yes, but I'm not positive. Unfortunately, lots of tiles are not changeable (yet) because Dwarf Fortress points directly to the tile, and doesn't provide a place in the RAWs to change it. I know tilesets have a place in them for ores, but I'm not sure how the coloring works for them. I'm interested, so I will be looking into it, but I won't have a chance to really dig in until later.
My suggestion would be to take a look at a few of the big tilesets, and see what they do. It looks like Rows 9, 10, and 11 have the tiles you need for ore. I think the Gems (cut and Uncut) are on Row 1.
We are bordering (if not over the edge) of going off topic here. You may want to start a new topic for it. Get me a link, and I will be happy to help if I can on there.
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
That way those rectangles will blend into the background.
Yeah, that's normal. 0 is the tile for coffins in game, so you'll have to bear it if you want a graphics set.No longer! (though thanks Spacefox, it seems to have been this feature of your excellent set which prompted the flood of awesome plugins :))
That's great to know! If at all possible, could you share it and possibly release the finished version (assuming you plan to) when you are done? I'm sure I and many others would greatly appreciate that. Good luck!
I'm currently using this with the new version. I even implemented the spacefox goblins into my tileset, I'm still working on adding more of where he left off.
(http://i.imgur.com/TJLy0tY.jpg)
*None of this is my own work. I'm just copying what spacefox has already done and making minor (personal) tweaks along the way.
The package I linked to earlier has been quickly updated to .40.02. (http://www.mediafire.com/download/eaqeer7bndakc1u/Spacefox_.40.02.rar)
... Anyone noticed any problems?
The package I linked to earlier has been quickly updated to .40.02. (http://www.mediafire.com/download/eaqeer7bndakc1u/Spacefox_.40.02.rar)
I see that 57 people downloaded the last one. Anyone noticed any problems?
(http://i.imgur.com/iAayi5J.png)
Some additional progression from this evening.
PTW, hoping to see something official or a branch by someone for 40.05, maybe I will take a swing at it if I don't see anything soon...Spacefox Afro's branch 40.04 (http://dffd.wimbli.com/file.php?id=9137)
PTW, hoping to see something official or a branch by someone for 40.05, maybe I will take a swing at it if I don't see anything soon...Spacefox Afro's branch 40.04 (http://dffd.wimbli.com/file.php?id=9137)
Updated raws/object for Spacefox 40.05 (https://dl.dropboxusercontent.com/u/36491887/Spacefox_Afro_objects_40.05v1.zip)
Download both files, and replace raws/object with the updated files overwriting everything. Then open data/init/d_init.txt and add [STRICT_POPULATION_CAP:220] anywhere.
/snip
You can take the 40_05 set and update it with these files:
http://www.reddit.com/r/dwarffortress/comments/2ciwhp/dwarf_fortress_04006_released/cjgchxr
I'd honestly just edit your own mod, idk what the differences exactly between your mod/version and the one made by afro (for macnewby) but they are both not updated to 40.06 from what I saw.
I posted here the changes that need to be made http://www.bay12forums.com/smf/index.php?topic=126076.msg5549901#msg5549901, the same need to be changed for the macnewbypack. I'm still updating that post currently.
Yeah but those fixes are in more than just those files and phoebus and ironhands graphics packs make them. I think that stuff was from 40.05 as some of the things that you just fixed weren't done for 40.05 either.Oh, I see. I assumed they were there intentionally because they were in 40.05 but they might have been missed.
Ds_store files in the latest one*sigh* Fix'd now /stupidmac
and your welcome but really I wanted it fixed so that the guys over at http://www.bay12forums.com/smf/index.php?topic=141715.0 can get a spacefox version out soon. :P
What program do you use to edit tilesets? I want to edit the spacefox one so that I can add some phoebus stuff to it for personal use.
Should be perfect now : Spacefox Afro Tweaked Standalone 0.40.06v5 (https://dl.dropboxusercontent.com/u/42738960/Spacefox-Afro-Tweaked-40.06v5.zip)
Any reason for leaving out the afro-goblins in favour of the phoebus goblins?
For future reference: https://github.com/fricy/Spacefox
Should be perfect now : Spacefox Afro Tweaked Standalone 0.40.06v5 (https://dl.dropboxusercontent.com/u/42738960/Spacefox-Afro-Tweaked-40.06v5.zip)
Any reason for leaving out the afro-goblins in favour of the phoebus goblins?
For future reference: https://github.com/fricy/Spacefox
Thanks a lot, LeoCean.
Bug reports:
- sweet pods look exactly like amulets
- in my opinion, sky tiles should be completely clear.
What should the value in init should be for that?smth like [SKY:0:1:3:0],[CHASM:0:0:0:1]- Masterwork still hardly distinguishable from Superior quality. Make the latter sign smaller, please
- All creatures in cages shown as dead (that's an old problem too)
- Can we make previous level tiles darker? They were darker in my case on .40.08 with manually adjusted .40.02 Spacefox tileset.
a little off-topic but i am really looking forward to dfhack getting stable for DF2014 and then the "text will be text" plugins gets hopefully integrated in the windows OS (DF starter pack) version of DF.
So the twbt version just seems to have a visual glitch on the embark screen (with twbt I guess) but if you go into the start a new world with custom parameters and then go out and then start new game it won't look so weird. As for the text parts nothing can be done at the moment about it.
Here's a link to a new set of overrides, it overrides a bunch more things than the normal one does. I'm a bit to preoccupied to add it to my download atm (even though all it requires is a copy and paste for me since the link auto updates)Thanks again.Spoiler: Link (click to show/hide)Spoiler: Example (click to show/hide)
I'll update it more later, I just feel unmotivated to do more to it at this time. Feel free to add to it. Just dropping the data folder included in the download will overwrite the correct files. I'm more interested in taking a break from tileset making and actually playing the game. :'( Anything you don't want just # out. Tiles are weird that you can't #after them.
*Fricy do you want me to add my overrides changelog to the other version changelog for twbt? I did it like that because it is a seperate entity and I wanted people to use that list I created to write down where they got the new tile from or what the new tile is for. It'd be nice if the LNP didn't put the wrong overrides in the spacefox pack, last time it was just the base overrides (that meph made for his tileset) but the override tileset was still there. *Changelog is fine.
Updated to 40.14, links on the bottom of page 9, both the twbt and non twbt version were updated to 40.14.The links marked as 40.13, or am I missing something?
Do 8 and 9 have to be changed to the waterish letters? I mean it's easy but are they ever used as water? I've only seen depths of 7 so maybe 8 and 9 do exist to.The point of changing 8 and 9 is this mess:
It requires dfhackAh, darn. I hadn't realized that. Thanks for letting me know.
Do 8 and 9 have to be changed to the waterish letters? I mean it's easy but are they ever used as water? I've only seen depths of 7 so maybe 8 and 9 do exist to.The point of changing 8 and 9 is this mess:
(http://i.imgur.com/5Qugt9h.png)
Come to think of it, it'd be better to switch back all numbers (0-9) to regular tiles, and overwrite water with the wavy numbers (if possible) and coffin for 0.
I could put those A ect... changes in overrides, it shouldn't be that hard but at the moment I'm a little busy with that manga. :P It shouldn't be that hard now that I know that you can override buildings and chances are I could just override every instance of A O ect that are buildings.I poked around with (https://github.com/fricy/Spacefox/commit/79b2942ffb9df1b30652dc69b0e685dd8fc21bf0) the workshop overrides, cleaned up 2D mode a bit, etc. Feel free to tweak it if you'd like.
EDIT: If I can find a ready to go 40.x version that is...Here you go. (https://github.com/fricy/Spacefox/releases)
I'll admit the pack isn't really friendly towards non df hack users. <snip> The starterpack should be updated to 40.24 soon..
I'll admit the pack isn't really friendly towards non df hack users. <snip> The starterpack should be updated to 40.24 soon..
If you have any feedback on how this could be improved, I'd love to hear it - DFHack can be disabled from the 'DFHack' tab of the PyLNP / launcher, if someone doesn't want it. New pack should be up soonish.
I tested by only installing dfhack first and I still got the shaded boxes, then I installed twbt manually but it still didn't work as the plugin wasn't loaded due to its version.
Guess I'll have to wait for the starter pack to go to 0.40.24
I get (or I think I do) that the left pane is to select the font used in the menus and the map, so the "normally" readable text,Pretty much.
but what do I choose in the right column (graphic font)? there are a lot of spacefox related files, I guess the normal Spacefox_16x16 is the "normal" tileset but is there any difference if I choose any of the others?There are some differences, some has different minecart tracks, some different flavor for gems, different numbers, etc, open the files in an image viewer to see. If you just want to play use the default one and play.
Yeah, that's what I did, I looked at them, but that didn't help much because not all of them seem to have the same number of elements, I mean, the Spacefox_16x16LeoceanOverrides.png has a lot more graphic tiles than the others. Some have number where others have tiles... I read that TWBT overrides things in order to have more graphics available so, that plugin uses this file to override? So I don't have to use that file but any of the others (LeoCean01, LeoCean02, LeoCean01_twbt, LeoCean02_twbt and both phoebustracks)? I guess the Spacefox_16x16_text is for the Left column?.
Yeah, I want to play, but I have this problem that I usually need to know what the things do and how they do it. I can help it, I need to know all my options before I begin :D
Wait a second... Who stole my ride?!
Hello to everyone and I hope you all are having a great week, because a day is always too little. I am slightly confused when it comes to choosing one of LeoCean's / fricy's version of Spacefox for DF 34.11. I love Spacefox's tileset as t is the most cartoonie out there and have been using that when I used to play. Now I felt like playing again and trying for first time the Masterwork Edition for 34.11. Seeing SF has been modded by some I would like to check it out, but from all the versions provided, which is the right one to use?AFAIK Masterwork 6.x already supports Spacefox and has some of the twbt changes, select the tileset with the MW launcher.
Hello to everyone and I hope you all are having a great week, because a day is always too little. I am slightly confused when it comes to choosing one of LeoCean's / fricy's version of Spacefox for DF 34.11. I love Spacefox's tileset as t is the most cartoonie out there and have been using that when I used to play. Now I felt like playing again and trying for first time the Masterwork Edition for 34.11. Seeing SF has been modded by some I would like to check it out, but from all the versions provided, which is the right one to use?
AFAIK Masterwork 6.x already supports Spacefox and has some of the twbt changes, select the tileset with the MW launcher.
On top of that you can safely add Spacefox_16x16LeoCeanOverrides.png (https://github.com/fricy/Spacefox/blob/master/data/art/Spacefox_16x16LeoCeanOverrides.png) to data/art and overrides.txt (https://github.com/fricy/Spacefox/blob/master/data/init/overrides.txt) to data/init, and it will cover almost every additions we did to Spacefox. Be careful with copying any other files, you don't want to mess up the raws between mods/df versions.
Should I revert these two to the original?Hmm, Spacefox_16x16.png is almost the same, it's up to personal preference what works, no harm done. It's the same for the Font.png, choose what works better for you.
Should I revert these two to the original?Hmm, Spacefox_16x16.png is almost the same, it's up to personal preference what works, no harm done. It's the same for the Font.png, choose what works better for you.
One thing I remember though: Meph uses a different item graphics file in masterwork, so when I told you to replace the overrides.txt with mine you lost some of Meph's additions. What you should do is merge the two files, these are the needed lines from both:
Spacefox overrides (https://github.com/fricy/Spacefox/blob/master/data/init/overrides.txt#L97-L208)
Masterwork overrides (https://github.com/Meph248/MDF-Dev-Version/blob/master/Dwarf%20Fortress/data/init/overrides.txt#L37-L483)
So that let me 3 files to choose from (4 if you count the default one): both LeoCean 01 & 02 and the Phoebustracks version. Although they are slightly different I can't really comprehend the differences until I play a bit and compare the different versions :).
That new function of the PyLNP will be awesome for new players to hide under the hood the things that we don't need to know.
[Edit]: To change the correct number, there are 3 (4 with the default one) to choose from, the second Phoebustrack version is a _twbt
Going by the overrides file, only the one with "overrides" in the name should be hidden (and will be in the next pack release). As LeoClean says, the others just have some different stylistic choices about how certain tiles look.
Those last 3 walls are turning dwarf fortress into starcraft 2.. It's not a bad thing ;D Yeah I meant the ones in the dwarf mockup image.
Very nice, Drawor! The flat shading on those walls would really suit Spacefox, and I'm particularly fond of the first one because of how 3D it is.
also holy cow your portfolio is so amazing
Hmm...It seems like there's a bit of a disagreement here.
I don't want to bring the Spacefox thread too off-topic, though, so I'll make a poll in the GemSet thread once I'm ready for the tile overrides. I'll ask people what perspective the tiles should be in and get a discussion going.
One thing I noticed though is that, for the fortifications, it uses the same tile as for the 4 way crossway. While in some cases it can look good, that's not always the case. And even more, it seems to be one unused tile wall block in the tilesets. I designed it specifically to be the fortifications. Even more, those round wall ends look horrible. Is it possible to override a new design intead of that round thing? (I know that some time ago the wall ends were simple square blocks, and that looked much better.
Is it possible to override a new design intead of that round thing? (I know that some time ago the wall ends were simple square blocks, and that looked much better.That would be the pillar tile, which you can find in data/init/init.txt, together with some other random graphic settings like sky, chasms, trees and tracks.
For #3 I meant the #2 wall without engravings. I think so anyways.
Between your two choices, I like 1.1 the most. It's a little flat, but that helps the walls blend with the pillars.
Agreed. It's reasons like this I stay away from editing the tileset, and I do everything via overrides.
I agree it doesn't turn out like I hoped, the final ones are the best, but I'm kind of in-between on the darker shade for wall #2 and the lighter shade.
FeatureWallSmoothLRUD <-- As an example would be the tiletype, if you want to change the +, but it'd be easier to change the fortification.
StoneFortification <-- also works though. You'd have to do each type but that's pretty easy. If you use
Honestly I'd stick to overriding the fortification as it's a lot less work. This example just needs to get rid of the StairUD and use Fortification instead. [OVERRIDE:88(tile in the main tileset):T:StoneStairUD:3(name of the tileset or order it is loaded/ put into the overrides):88(new position of the "tile" in the override tileset)] 0 and 1 is the text and the main tileset respectfully, 2 is usually mephs item overrides. Then 3 would be mine. Using names instead of numbers is probably a better idea though.
There's 'yer tile overrides and the original tiles on the right. I haven't tried this yet, but if you wanted to change the fortifications or pillars for walls, theoretically you'd do something like this:
[OVERRIDE:Tile:T:Type:Tileset:NewTile]
[OVERRIDE:79:T:ConstructedPillar:(A Tileset file):(Location of tile in file)]
[OVERRIDE:79:T:ConstructedFortification:(A Tileset file):(Location of tile in file)]
That would be the pillar tile, which you can find in data/init/init.txt, together with some other random graphic settings like sky, chasms, trees and tracks.Thanks!
Ah, don't you mean d_init.txt? And I'm afraid the document in question won't let you change constructed walls. Just the aforementioned sky, chasms, trees and tracks. You gotta do overrides if you want to change anything else.
I also like the 2.2 version walls, the engravings look cool.
Ah, don't you mean d_init.txt? And I'm afraid the document in question won't let you change constructed walls. Just the aforementioned sky, chasms, trees and tracks. You gotta do overrides if you want to change anything else.
By the way, while it's still on my mind, what is the difference between OpenSpace, Chasm and Void? And what tiles are used for each? Those are pretty much the only things I'm not sure on in my tile override list.
[SKY:39:3:0:0] *was SKY:178:3:0:0 <--- Openspace
As above, for inside/subterranean areas.
[CHASM:0:0:0:1] *was CHASM:250:0:0:1 <--- Chasm
the stuff after the first name:0: is either shading/shadows or color. I think it's color though, it's been over a year since I messed with that though.
:D I really like them both. So now it's LeoCean's call which one to put (if any) into spacefox.
My original intention was to "complete" spacefox with "spacefox style" tiles , including the races, animals and objects it uses from other packs (phoebus, Meph,etc). Now I want to complete it in certain areas of the basic tileset I thought it was lacking, before going into my own 24x graphic pack in which I'll try to "graphic" as much things as I can (DragondePlatino, I'm afraid you're making my life much easier for me in the future with the work you're doing in Gemset :D). Then I'll have to learn all this if I want to finish it, but it'll take time as this is certainly a really complex game to graphically mod (if you're a completionist). A couple weeks ago I have never touched pixel art, nor had I played DF, and now between spacefox and my pack I've made hundreds of tiles, and enjoyed it a lot more than I should.
Here an example for custom buildings. This only works with the ones you have access to in the raws. No idea if Mifki has done anything in the meantime to support vanilla workshops that are hardcoded: http://www.bay12forums.com/smf/index.php?topic=138754.msg5530509#msg5530509 (http://www.bay12forums.com/smf/index.php?topic=138754.msg5530509#msg5530509)
I also wrote a how-to/manual for using Twbt: http://www.bay12forums.com/smf/index.php?topic=138754.msg5411475#msg5411475 (http://www.bay12forums.com/smf/index.php?topic=138754.msg5411475#msg5411475)
Apart from those I selected do you like any other version?
My original intention was to "complete" spacefox with "spacefox style" tiles , including the races, animals and objects it uses from other packs (phoebus, Meph,etc).
This is pretty much what that is.Code: (this) [Select][SKY:39:3:0:0] *was SKY:178:3:0:0 <--- Openspace
As above, for inside/subterranean areas.
[CHASM:0:0:0:1] *was CHASM:250:0:0:1 <--- Chasm
the stuff after the first name:0: is either shading/shadows or color. I think it's color though, it's been over a year since I messed with that though.
Is there any info in the dwarf fortress wiki about overrides and the like? I feel like if we put the knowledge that we have about twbt and it's overrides it'd make it easier for people to edit and create stuff for it (maybe not the pixel art). Especially if someone gets most of the code, like all of the workshops and put's that code in there ;) ;), though seriously anyone have that. (damn I'm lazy it'd only take a few hours/days depending how much I want to spend on it, and here I am going to read a novel instead)
Plus we need that gelder and other stuff that all the tilesets are missing. Those aren't hard to make and the tilepage has plenty of room to add them.I already "hacked" together a sprite (https://github.com/fricy/Spacefox/commit/e0f286edfde42ae706148e31ce7deebd4c7c23e4)for a gelder some time ago, so that's there.
And finally: +1 for domestic spacefox animals. Never mind the rest, but those'd be great.
I've been confusing the heck out of myself because I got used to the CLA animals and when I slapped gemset in I was like "OH HOLY GOD WHAT THE HELL IS THAT CHASING ME... oh it's a cat."
Plus we need that gelder and other stuff that all the tilesets are missing. Those aren't hard to make and the tilepage has plenty of room to add them.I already "hacked" together a sprite (https://github.com/fricy/Spacefox/commit/e0f286edfde42ae706148e31ce7deebd4c7c23e4)for a gelder some time ago, so that's there.
As for the pillar: 206 could work, but let's wait what Dibujor puts together, I like what I see so far, voting for 2.1 or 2.2.
CHASM: Are these still in the game? I thought chasms were retired when the z-levels were added to the game.
And finally: +1 for domestic spacefox animals. Never mind the rest, but those'd be great.
I thought there was another sprite besides gelder that was required but I can't recall it, and I can't really tell from the file changes text. Yeah #2 is definitely what I'd choose for the main tileset, but it's always nice to have options in the overrides it'll just get commented out. Later on when when the new version of twbt comes out with folders for overrides to go into.QuoteAnd finally: +1 for domestic spacefox animals. Never mind the rest, but those'd be great.
For sure, but goblins and kobolds would be nice + elves if possible just as a wishlist kind of thing as the current ones don't work right (afros or the phoebus ones I think we use).
Tile ASCII Tile (May be incorrect)
==========================================================================================================================================================
OpenSpace 178, 250
Chasm 35
EeriePit 42
Void ???
RampTop 31
Shrub 34, 58
ShrubDead 34, 58
Sapling 231
SaplingDead 231
Driftwood 240
Ashes1 242
Ashes2 243
Ashes3 126
Fire 39, 44, 46, 96
Campfire 15
MagmaFlow 247
SemiMoltenRock 176
GlowingBarrier 206
GlowingFloor 197
UnderworldGateStairU 60
UnderworldGateStairD 62
UnderworldGateStairUD 88
==========================================================================================================================================================
SoilFloor1 39, 247
SoilFloor2 44, 247
SoilFloor3 96, 126
SoilFloor4 46, 126
SoilWetFloor1 39, 247
SoilWetFloor2 44, 247
SoilWetFloor3 96, 126
SoilWetFloor4 46, 126
FurrowedSoil 126, 247
SoilWall (See below)
SoilRamp 30
SoilStairU 60
SoilStairD 62
SoilStairUD 88
176 Loam, Peat, Pelagic clay, Red sand, Sand (tan), Sandy clay loam, Sandy loam, Silty clay loam
177 Calcareous ooze, Clay loam, Loamy sand, Sandy clay, Siliceous ooze, Silt loam
178 Black sand, Clay, Fire clay, Silt, Silty clay, White sand, Yellow sand,
==========================================================================================================================================================
GrassLightFloor1 46 (Normal), 5 (Flower), 242 (Tendril 1), 243 (Tendril 2), 79 (Bubble 1), 249 (Bubble 2)
GrassLightFloor2 44 (Normal), 5 (Flower), 243 (Tendril 1), 242 (Tendril 2), 111 (Bubble 1), 249 (Bubble 2)
GrassLightFloor3 96 (Normal), 5 (Flower), 169 (Tendril 1), 170 (Tendril 2), 9 (Bubble 1), 249 (Bubble 2)
GrassLightFloor4 39 (Normal), 5 (Flower), 170 (Tendril 1), 169 (Tendril 2), 248 (Bubble 1), 249 (Bubble 2)
GrassLightRamp 30
GrassDarkFloor1 46 (Normal), 231 (Bamboo), 5 (Flower), 242 (Tendril 1), 243 (Tendril 2), 79 (Bubble 1), 249 (Bubble 2)
GrassDarkFloor2 44 (Normal), 159 (Bamboo), 5 (Flower), 243 (Tendril 1), 242 (Tendril 2), 111 (Bubble 1), 249 (Bubble 2)
GrassDarkFloor3 96 (Normal), 231 (Bamboo), 5 (Flower), 169 (Tendril 1), 170 (Tendril 2), 9 (Bubble 1), 249 (Bubble 2)
GrassDarkFloor4 39 (Normal), 159 (Bamboo), 5 (Flower), 170 (Tendril 1), 169 (Tendril 2), 248 (Bubble 1), 249 (Bubble 2)
GrassDarkRamp 30
GrassDryFloor1 46 (Normal), 231 (Bamboo), 5 (Flower), 242 (Tendril 1), 243 (Tendril 2), 79 (Bubble 1), 249 (Bubble 2)
GrassDryFloor2 44 (Normal), 159 (Bamboo), 5 (Flower), 243 (Tendril 1), 242 (Tendril 2), 111 (Bubble 1), 249 (Bubble 2)
GrassDryFloor3 96 (Normal), 231 (Bamboo), 5 (Flower), 169 (Tendril 1), 170 (Tendril 2), 9 (Bubble 1), 249 (Bubble 2)
GrassDryFloor4 39 (Normal), 159 (Bamboo), 5 (Flower), 170 (Tendril 1), 169 (Tendril 2), 248 (Bubble 1), 249 (Bubble 2)
GrassDryRamp 30
GrassDeadFloor1 46 (Normal), 231 (Bamboo), 5 (Flower), 242 (Tendril 1), 243 (Tendril 2), 79 (Bubble 1), 249 (Bubble 2)
GrassDeadFloor2 44 (Normal), 159 (Bamboo), 5 (Flower), 243 (Tendril 1), 242 (Tendril 2), 111 (Bubble 1), 249 (Bubble 2)
GrassDeadFloor3 96 (Normal), 231 (Bamboo), 5 (Flower), 169 (Tendril 1), 170 (Tendril 2), 9 (Bubble 1), 249 (Bubble 2)
GrassDeadFloor4 39 (Normal), 159 (Bamboo), 5 (Flower), 170 (Tendril 1), 169 (Tendril 2), 248 (Bubble 1), 249 (Bubble 2)
GrassDeadRamp 30
Grass1StairU 60
Grass1StairD 62
Grass1StairUD 88
Grass2StairU 60
Grass2StairD 62
Grass2StairUD 88
==========================================================================================================================================================
StoneFloor1 46
StoneFloor2 44
StoneFloor3 96
StoneFloor4 39
StonePebbles1 46
StonePebbles2 44
StonePebbles3 96
StonePebbles4 39
StoneFloorSmooth 43
StoneWall (See below)
StoneWallWorn1 176
StoneWallWorn2 177
StoneWallWorn3 178
StonePillar 79
StoneWallSmoothRD2 214
StoneWallSmoothR2D 213
StoneWallSmoothR2U 212
StoneWallSmoothRU2 211
StoneWallSmoothL2U 190
StoneWallSmoothLU2 189
StoneWallSmoothL2D 184
StoneWallSmoothLD2 183
StoneWallSmoothLRUD 206
StoneWallSmoothRUD 204
StoneWallSmoothLRD 203
StoneWallSmoothLRU 202
StoneWallSmoothLUD 185
StoneWallSmoothRD 201
StoneWallSmoothRU 200
StoneWallSmoothLU 188
StoneWallSmoothLD 187
StoneWallSmoothUD 186
StoneWallSmoothLR 205
StoneFortification 206
StoneFloorTrackN 208
StoneFloorTrackS 210
StoneFloorTrackE 198
StoneFloorTrackW 181
StoneFloorTrackNS 186
StoneFloorTrackNE 200
StoneFloorTrackNW 188
StoneFloorTrackSE 201
StoneFloorTrackSW 187
StoneFloorTrackEW 205
StoneFloorTrackNSE 204
StoneFloorTrackNSW 185
StoneFloorTrackNEW 202
StoneFloorTrackSEW 203
StoneFloorTrackNSEW 206
StoneRampTrackN 208
StoneRampTrackS 210
StoneRampTrackE 198
StoneRampTrackW 181
StoneRampTrackNS 186
StoneRampTrackNE 200
StoneRampTrackNW 188
StoneRampTrackSE 201
StoneRampTrackSW 187
StoneRampTrackEW 205
StoneRampTrackNSE 204
StoneRampTrackNSW 185
StoneRampTrackNEW 202
StoneRampTrackSEW 203
StoneRampTrackNSEW 206
StoneRamp 30
StoneStairU 60
StoneStairD 62
StoneStairUD 88
StoneBoulder 46, 249
35 Basalt, Rock Salt, Sandstone
37 Siltstone, Slate
44 Claystone, Rhyolite
45 Phyllite, Quartzite
46 Dacite, Shale
61 Chert, Gneiss
96 Dolomite, Schist
176 Chalk, Diorite
177 Gabbro, Obsidian
178 Granite, Limestone, Marble
236 Andesite, Conglomerate
247 Mudstone
==========================================================================================================================================================
MineralFloor1 46
MineralFloor2 44
MineralFloor3 96
MineralFloor4 39
MineralPebbles1 46
MineralPebbles2 44
MineralPebbles3 96
MineralPebbles4 39
MineralFloorSmooth 43
MineralWall (See below)
MineralWallWorn1 176
MineralWallWorn2 177
MineralWallWorn3 178
MineralPillar 79
MineralWallSmoothRD2 214
MineralWallSmoothR2D 213
MineralWallSmoothR2U 212
MineralWallSmoothRU2 211
MineralWallSmoothL2U 190
MineralWallSmoothLU2 189
MineralWallSmoothL2D 184
MineralWallSmoothLD2 183
MineralWallSmoothLRUD 206
MineralWallSmoothRUD 204
MineralWallSmoothLRD 203
MineralWallSmoothLRU 202
MineralWallSmoothLUD 185
MineralWallSmoothRD 201
MineralWallSmoothRU 200
MineralWallSmoothLU 188
MineralWallSmoothLD 187
MineralWallSmoothUD 186
MineralWallSmoothLR 205
MineralFortification 206
MineralFloorTrackN 208
MineralFloorTrackS 210
MineralFloorTrackE 198
MineralFloorTrackW 181
MineralFloorTrackNS 186
MineralFloorTrackNE 200
MineralFloorTrackNW 188
MineralFloorTrackSE 201
MineralFloorTrackSW 187
MineralFloorTrackEW 205
MineralFloorTrackNSE 204
MineralFloorTrackNSW 185
MineralFloorTrackNEW 202
MineralFloorTrackSEW 203
MineralFloorTrackNSEW 206
MineralRampTrackN 208
MineralRampTrackS 210
MineralRampTrackE 198
MineralRampTrackW 181
MineralRampTrackNS 186
MineralRampTrackNE 200
MineralRampTrackNW 188
MineralRampTrackSE 201
MineralRampTrackSW 187
MineralRampTrackEW 205
MineralRampTrackNSE 204
MineralRampTrackNSW 185
MineralRampTrackNEW 202
MineralRampTrackSEW 203
MineralRampTrackNSEW 206
MineralRamp 30
MineralStairU 60
MineralStairD 62
MineralStairUD 88
MineralBoulder 46, 249
Veins:
15 Bituminous Coal
34 Calcite, Hornblende
35 Gypsum, Sandstone
37 Brimstone, Kimberlite, Marcasite, Microcline, Olivine, Orthoclase, Petrified wood, Pyrolusite, Realgar, Stibnite
42 Lignite, Pitchblende
43 Bauxite
44 Periclase
45 Cryolite, Orpiment, Satinspar
46 Ilmenite
59 Selenite
61 Chromite, Kaolinite, Sylvite
94 Alabaster
96 Alunite, Borax, Rutile
111 Graphite
118 Anhydrite, Mica
120 Saltpeter
124 Talc
156 Cinnabar, Cobalt
176 Jet
233 Puddingstone
247 Serpentine
Gems:
15 All gems
37 Bismuthinite
94 Native aluminum
126 Magnetite
156 Adamantine, Cassiterite, Galena, Garnierite, Hematite, Horn silver, Limonite, Malachite, Native copper, Native gold, Native platinum, Native silver, Sphalerite, Tetrahedrite
==========================================================================================================================================================
ConstructedFloor 197
ConstructedPillar 79
ConstructedWallRD2 214
ConstructedWallR2D 213
ConstructedWallR2U 212
ConstructedWallRU2 211
ConstructedWallL2U 190
ConstructedWallLU2 189
ConstructedWallL2D 184
ConstructedWallLD2 183
ConstructedWallLRUD 206
ConstructedWallRUD 204
ConstructedWallLRD 203
ConstructedWallLRU 202
ConstructedWallLUD 185
ConstructedWallRD 201
ConstructedWallRU 200
ConstructedWallLU 188
ConstructedWallLD 187
ConstructedWallUD 186
ConstructedWallLR 205
ConstructedFortification 206
ConstructedFloorTrackN 208
ConstructedFloorTrackS 210
ConstructedFloorTrackE 198
ConstructedFloorTrackW 181
ConstructedFloorTrackNS 186
ConstructedFloorTrackNE 200
ConstructedFloorTrackNW 188
ConstructedFloorTrackSE 201
ConstructedFloorTrackSW 187
ConstructedFloorTrackEW 205
ConstructedFloorTrackNSE 204
ConstructedFloorTrackNSW 185
ConstructedFloorTrackNEW 202
ConstructedFloorTrackSEW 203
ConstructedFloorTrackNSEW 206
ConstructedRampTrackN 208
ConstructedRampTrackS 210
ConstructedRampTrackE 198
ConstructedRampTrackW 181
ConstructedRampTrackNS 186
ConstructedRampTrackNE 200
ConstructedRampTrackNW 188
ConstructedRampTrackSE 201
ConstructedRampTrackSW 187
ConstructedRampTrackEW 205
ConstructedRampTrackNSE 204
ConstructedRampTrackNSW 185
ConstructedRampTrackNEW 202
ConstructedRampTrackSEW 203
ConstructedRampTrackNSEW 206
ConstructedRamp 30
ConstructedStairU 60
ConstructedStairD 62
ConstructedStairUD 88
==========================================================================================================================================================
FeatureFloor1 46
FeatureFloor2 44
FeatureFloor3 96
FeatureFloor4 39
FeaturePebbles1 46
FeaturePebbles2 44
FeaturePebbles3 96
FeaturePebbles4 39
FeatureFloorSmooth 43
FeatureWall 219
FeatureWallWorn1 176
FeatureWallWorn2 177
FeatureWallWorn3 178
FeaturePillar 79
FeatureWallSmoothRD2 214
FeatureWallSmoothR2D 213
FeatureWallSmoothR2U 212
FeatureWallSmoothRU2 211
FeatureWallSmoothL2U 190
FeatureWallSmoothLU2 189
FeatureWallSmoothL2D 184
FeatureWallSmoothLD2 183
FeatureWallSmoothLRUD 206
FeatureWallSmoothRUD 204
FeatureWallSmoothLRD 203
FeatureWallSmoothLRU 202
FeatureWallSmoothLUD 185
FeatureWallSmoothRD 201
FeatureWallSmoothRU 200
FeatureWallSmoothLU 188
FeatureWallSmoothLD 187
FeatureWallSmoothUD 186
FeatureWallSmoothLR 205
FeatureFortification 206
FeatureFloorTrackN 208
FeatureFloorTrackS 210
FeatureFloorTrackE 198
FeatureFloorTrackW 181
FeatureFloorTrackNS 186
FeatureFloorTrackNE 200
FeatureFloorTrackNW 188
FeatureFloorTrackSE 201
FeatureFloorTrackSW 187
FeatureFloorTrackEW 205
FeatureFloorTrackNSE 204
FeatureFloorTrackNSW 185
FeatureFloorTrackNEW 202
FeatureFloorTrackSEW 203
FeatureFloorTrackNSEW 206
FeatureRampTrackN 208
FeatureRampTrackS 210
FeatureRampTrackE 198
FeatureRampTrackW 181
FeatureRampTrackNS 186
FeatureRampTrackNE 200
FeatureRampTrackNW 188
FeatureRampTrackSE 201
FeatureRampTrackSW 187
FeatureRampTrackEW 205
FeatureRampTrackNSE 204
FeatureRampTrackNSW 185
FeatureRampTrackNEW 202
FeatureRampTrackSEW 203
FeatureRampTrackNSEW 206
FeatureRamp 30
FeatureStairU 60
FeatureStairD 62
FeatureStairUD 88
FeatureBoulder 46, 249
==========================================================================================================================================================
FrozenFloor1 178
FrozenFloor2 178
FrozenFloor3 178
FrozenFloor4 178
FrozenFloorSmooth 43
FrozenWall 178, 177, 176, 219
FrozenWallWorn1 176
FrozenWallWorn2 177
FrozenWallWorn3 178
FrozenPillar 79
FrozenWallSmoothRD2 214
FrozenWallSmoothR2D 213
FrozenWallSmoothR2U 212
FrozenWallSmoothRU2 211
FrozenWallSmoothL2U 190
FrozenWallSmoothLU2 189
FrozenWallSmoothL2D 184
FrozenWallSmoothLD2 183
FrozenWallSmoothLRUD 206
FrozenWallSmoothRUD 204
FrozenWallSmoothLRD 203
FrozenWallSmoothLRU 202
FrozenWallSmoothLUD 185
FrozenWallSmoothRD 201
FrozenWallSmoothRU 200
FrozenWallSmoothLU 188
FrozenWallSmoothLD 187
FrozenWallSmoothUD 186
FrozenWallSmoothLR 205
FrozenFortification 206
FrozenFloorTrackN 208
FrozenFloorTrackS 210
FrozenFloorTrackE 198
FrozenFloorTrackW 181
FrozenFloorTrackNS 186
FrozenFloorTrackNE 200
FrozenFloorTrackNW 188
FrozenFloorTrackSE 201
FrozenFloorTrackSW 187
FrozenFloorTrackEW 205
FrozenFloorTrackNSE 204
FrozenFloorTrackNSW 185
FrozenFloorTrackNEW 202
FrozenFloorTrackSEW 203
FrozenFloorTrackNSEW 206
FrozenRampTrackN 208
FrozenRampTrackS 210
FrozenRampTrackE 198
FrozenRampTrackW 181
FrozenRampTrackNS 186
FrozenRampTrackNE 200
FrozenRampTrackNW 188
FrozenRampTrackSE 201
FrozenRampTrackSW 187
FrozenRampTrackEW 205
FrozenRampTrackNSE 204
FrozenRampTrackNSW 185
FrozenRampTrackNEW 202
FrozenRampTrackSEW 203
FrozenRampTrackNSEW 206
FrozenRamp 30
FrozenStairU 60
FrozenStairD 62
FrozenStairUD 88
==========================================================================================================================================================
LavaFloor1 46
LavaFloor2 44
LavaFloor3 96
LavaFloor4 39
LavaPebbles1 46
LavaPebbles2 44
LavaPebbles3 96
LavaPebbles4 39
LavaFloorSmooth 43
LavaWall 219
LavaWallWorn1 176
LavaWallWorn2 177
LavaWallWorn3 178
LavaPillar 79
LavaWallSmoothRD2 214
LavaWallSmoothR2D 213
LavaWallSmoothR2U 212
LavaWallSmoothRU2 211
LavaWallSmoothL2U 190
LavaWallSmoothLU2 189
LavaWallSmoothL2D 184
LavaWallSmoothLD2 183
LavaWallSmoothLRUD 206
LavaWallSmoothRUD 204
LavaWallSmoothLRD 203
LavaWallSmoothLRU 202
LavaWallSmoothLUD 185
LavaWallSmoothRD 201
LavaWallSmoothRU 200
LavaWallSmoothLU 188
LavaWallSmoothLD 187
LavaWallSmoothUD 186
LavaWallSmoothLR 205
LavaFortification 206
LavaFloorTrackN 208
LavaFloorTrackS 210
LavaFloorTrackE 198
LavaFloorTrackW 181
LavaFloorTrackNS 186
LavaFloorTrackNE 200
LavaFloorTrackNW 188
LavaFloorTrackSE 201
LavaFloorTrackSW 187
LavaFloorTrackEW 205
LavaFloorTrackNSE 204
LavaFloorTrackNSW 185
LavaFloorTrackNEW 202
LavaFloorTrackSEW 203
LavaFloorTrackNSEW 206
LavaRampTrackN 208
LavaRampTrackS 210
LavaRampTrackE 198
LavaRampTrackW 181
LavaRampTrackNS 186
LavaRampTrackNE 200
LavaRampTrackNW 188
LavaRampTrackSE 201
LavaRampTrackSW 187
LavaRampTrackEW 205
LavaRampTrackNSE 204
LavaRampTrackNSW 185
LavaRampTrackNEW 202
LavaRampTrackSEW 203
LavaRampTrackNSEW 206
LavaRamp 30
LavaStairU 60
LavaStairD 62
LavaStairUD 88
LavaBoulder 46, 249
==========================================================================================================================================================
TreeTrunkPillar 79
TreeTrunkSloping 127
TreeTrunkInterior 8
TreeTrunkN 205
TreeTrunkS 205
TreeTrunkE 186
TreeTrunkW 186
TreeTrunkNW 201
TreeTrunkNE 187
TreeTrunkSW 200
TreeTrunkSE 188
TreeTrunkNSE 204
TreeTrunkNSW 185
TreeTrunkNEW 202
TreeTrunkSEW 203
TreeTrunkNS 186
TreeTrunkEW 187
TreeTrunkNSEW 206
BurningTreeTrunk 19
TreeTrunkBranchN 207
TreeTrunkBranchS 209
TreeTrunkBranchE 199
TreeTrunkBranchW 182
TreeBranches 172
TreeBranchesSmooth 35
BurningTreeBranches 172
TreeBranchNW 217
TreeBranchNE 192
TreeBranchSW 191
TreeBranchSE 218
TreeBranchNS 179
TreeBranchEW 196
TreeBranchNSE 195
TreeBranchNSW 180
TreeBranchNEW 193
TreeBranchSEW 194
TreeBranchNSEW 197
TreeRoots 172
TreeRootSloping 127
TreeTwigs 59
BurningTreeTwigs 59
==========================================================================================================================================================
TreeDeadTrunkPillar 79
TreeDeadTrunkSloping 127
TreeDeadTrunkInterior 8
TreeDeadTrunkN 205
TreeDeadTrunkS 205
TreeDeadTrunkE 186
TreeDeadTrunkW 186
TreeDeadTrunkNW 201
TreeDeadTrunkNE 187
TreeDeadTrunkSW 200
TreeDeadTrunkSE 188
TreeDeadTrunkNSE 204
TreeDeadTrunkNSW 185
TreeDeadTrunkNEW 202
TreeDeadTrunkSEW 203
TreeDeadTrunkNS 186
TreeDeadTrunkEW 187
TreeDeadTrunkNSEW 206
TreeDeadTrunkBranchN 207
TreeDeadTrunkBranchS 209
TreeDeadTrunkBranchE 199
TreeDeadTrunkBranchW 182
TreeDeadBranches 172
TreeDeadBranchesSmooth 35
TreeDeadBranchNS 179
TreeDeadBranchEW 196
TreeDeadBranchNW 217
TreeDeadBranchNE 192
TreeDeadBranchSW 191
TreeDeadBranchSE 218
TreeDeadBranchNSE 195
TreeDeadBranchNSW 180
TreeDeadBranchNEW 193
TreeDeadBranchSEW 194
TreeDeadBranchNSEW 197
TreeDeadRoots 172
TreeDeadRootSloping 127
TreeDeadTwigs 59
==========================================================================================================================================================
TreeCapFloor1 249
TreeCapFloor2 249
TreeCapFloor3 249
TreeCapFloor4 249
BurningTreeCapFloor 46
TreeCapPillar 79
TreeCapWallN 205
TreeCapWallS 205
TreeCapWallE 186
TreeCapWallW 186
TreeCapWallNW 201
TreeCapWallNE 187
TreeCapWallSW 200
TreeCapWallSE 188
BurningTreeCapWall 19
TreeCapRamp 30
BurningTreeCapRamp 30
==========================================================================================================================================================
TreeDeadCapFloor1 249
TreeDeadCapFloor2 249
TreeDeadCapFloor3 249
TreeDeadCapFloor4 249
TreeDeadCapPillar 79
TreeDeadCapWallN 205
TreeDeadCapWallS 205
TreeDeadCapWallE 186
TreeDeadCapWallW 186
TreeDeadCapWallNW 201
TreeDeadCapWallNE 187
TreeDeadCapWallSW 200
TreeDeadCapWallSE 188
TreeDeadCapRamp 30
==========================================================================================================================================================
RiverSource 126, 247
RiverN 126, 247
RiverS 126, 247
RiverE 126, 247
RiverW 126, 247
RiverNW 126, 247
RiverNE 126, 247
RiverSW 126, 247
RiverSE 126, 247
BrookTop 126, 247
BrookN 126, 247
BrookS 126, 247
BrookE 126, 247
BrookW 126, 247
BrookNW 126, 247
BrookNE 126, 247
BrookSW 126, 247
BrookSE 126, 247
RiverRampN 30
RiverRampS 30
RiverRampE 30
RiverRampW 30
RiverRampNW 30
RiverRampNE 30
RiverRampSW 30
RiverRampSE 30
MurkyPool 126, 247
MurkyPoolRamp 30
Waterfall 247
Oh my god did you just make a 48x48 (i.e. flawlessly inserted in a 1920x1080 @24x24 scaled) spacefoxy domestic animal set?
I dunno, it looked surprisingly good at 48x48 which means it'll look great at 16x16 and 24x24.
Whoa!!! Those are freakin' awesome, man! You picked up pixel art so quickly! Spacefox couldn't have done better himself.
Here are some quick edits to these guys if you're interested. I cleaned up the dithering in some places, added some missing outlines and made the legs a little bit more consistent. I know working in 16x16 can be really frustrating at times (hence why I avoid it) but try to avoid breaking up your outlines at the borders like that. Some sprites (like the sheep and bunny) won't look too good on white backgrounds.
The resizing program can be found here (https://code.google.com/p/2dimagefilter/downloads/detail?name=ImageResizer-r129.exe&can=2&q=) (use XBR 2x). It has a really generic name so I can understand it would be hard to find. Oh, and make sure you add a buffer between your sprites before resizing them or they'll bleed together. This (https://gimper.net/resources/add-remove-sprite-sheet-gutter-padding-and-spacing.10/) GIMP plug-in can do that rather quickly.
Looks pretty fantastic, I'm not to sold on the cats but considering it's 16x16 there's not much room to work with. I kind of want the dogs as pets, those last 2 are so adorable. The art style is pretty nice too. Ah I really can't wait to see how your pack turns out.
Oh yeah, the hunting/war dog method there is great, where'd you get the idea from?
I like the third cats body the most, the head doesn't fit my tastes though. Maybe try to put the 2nd dogs 2nd rows head on that third cat and see how that looks, cause I think that'd look decent. It may need to be touched up a little but I think it'd look somewhat better, though the third 2nd row dogs head could also work with whiskers maybe?
I've no idea but for my own personal use that cat looks awesome.
The kitten looks like a pony though.
Well, here I present you my attempt at spacefox domestic animals.Better late, than never: Pets are in. (https://github.com/fricy/Spacefox/commit/a8d7c0a845ec35ed1a3a90404a8938fc486770fb) Thank you!
Hey where can I download it for the actual DF version? Does it even exist?
Well, here I present you my attempt at spacefox domestic animals.Better late, than never: Pets are in. (https://github.com/fricy/Spacefox/commit/a8d7c0a845ec35ed1a3a90404a8938fc486770fb) Thank you!
Well, here I present you my attempt at spacefox domestic animals.Better late, than never: Pets are in. (https://github.com/fricy/Spacefox/commit/a8d7c0a845ec35ed1a3a90404a8938fc486770fb) Thank you!
Hey there!. Thanks to you and Leocean for including them :)
It wasn't really an option, the old ones were phoebus and now they have a unique imagery which makes them stand out more and they are nicer to look at, theres really only pluses from including it. Besides the cats he included :P, the other cat that is a edited version I like though. 8)
I guess this is just a missing configuration and/or tile for this particular type of grass? Is there an easy way I can edit it to use a grass tile that does exist? I don't care if this Taro grass/plant looks the same as some other kind of grass/plant.As far as I can see it's configured properly/as Toady intended it to be.
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
or [GROWTH:LEAVES]
[GROWTH_NAME:taro leaf:taro leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
The problem is, it seems to be configured correctly, both color tokens are [2:0:0] meaning dark green foreground with dark gray background, I'm not an expert though. For more information browse the wiki for raw tokens:Also shown is a bunch of discarded worn clothing which really stand out because of the black background. I was wondering if there's any (easy) way to change the background colour on these, because the black background really stands out against other tiles. Or would I have to manually edit the actual tiles to change the colour? I don't know if the background is a part of the image, or configuration? It's not a big deal at all, I'd just thought I'd ask while I'm here! (I guess there's no way for it to show a transparent background over the top of whatever it's sitting on , right? DF doesn't support that?)
Here's a set of overrides for spacefox I've been meddling with, it's not perfect and it's minimalistic in a sense compared to gemset. It takes from other projects mainly Dorens DF Phoebus Overrides and WIPSet by utkonos Overrides + some stuff by dibujor and edits by dragonplatino? idk the spelling.
The engraving thing is normal, and goes back to the original tileset layout. The floor overrides are just a matter of preference, I like the older ones more as well, but I used a totally different tileset and just the dorfs/animals when I was spacefoxing it up. I think I was using Bisasam full time back then, and later the GemSet 32x48 text set and currently the 30x45 Duerer rescale I did.
[OVERRIDE:10:T:StonePillar:leocean16:76:]
[OVERRIDE:10:T:MineralPillar:leocean16:76:]
[OVERRIDE:10:T:ConstructedPillar:leocean16:76:]
[OVERRIDE:10:T:FrozenPillar:leocean16:76]
[OVERRIDE:10:T:LavaPillar:leocean16:76:]
[OVERRIDE:10:T:FeaturePillar:leocean16:76:] #was 72
After all that, very sadly I have had to go back to the original Spacefox for now :(
Three things:
Yup I'm using version 5.45.
I don't think there's a newer version of TWBT than 5.45? I looked on mifki's Github and the latest release is 5.45, and there had only been 5 commits since that release. I guess mifki is running from the latest compiled source but hasn't released a new general version yet?
(https://i.imgur.com/EkvdiBQ.png)
And done.
(https://i.imgur.com/EkvdiBQ.png)
What I learn from this work is "Pixel art is hard, and no one can tell me otherwise >:( "
Too bad I don't have any modding skill what so ever, so I beg anyone with a modding skill please update this tileset, I really want to play DF with these little guy again :)
Again, all credit go to Spacefox.
These look pretty awesome. I've gone ahead and integrated them with the base graphics set. Everything should work, so if it doesn't let me know and I'll try and track it down and fix it. It worked for the five or so minutes I spent messing with it. This is my first attempt at DF modding, so it may or may not all be correct.
I did check for differences in all the files between Spacefox and base DF, so new reactions and such shouldn't be broken.
Pre-installed 0.42.02 with the new graphics (http://dffd.bay12games.com/file.php?id=11404)
Standalone with the new graphics (http://dffd.bay12games.com/file.php?id=11405)
And done.
(https://i.imgur.com/EkvdiBQ.png)
What I learn from this work is "Pixel art is hard, and no one can tell me otherwise >:( "
Too bad I don't have any modding skill what so ever, so I beg anyone with a modding skill please update this tileset, I really want to play DF with these little guy again :)
Again, all credit go to Spacefox.
These look pretty awesome. I've gone ahead and integrated them with the base graphics set. Everything should work, so if it doesn't let me know and I'll try and track it down and fix it. It worked for the five or so minutes I spent messing with it. This is my first attempt at DF modding, so it may or may not all be correct.
I did check for differences in all the files between Spacefox and base DF, so new reactions and such shouldn't be broken.
Pre-installed 0.42.02 with the new graphics (http://dffd.bay12games.com/file.php?id=11404)
Standalone with the new graphics (http://dffd.bay12games.com/file.php?id=11405)
Your units being dead units perhaps you don't have grapics=yes in d_init or init.txt. One or the other. Fricy some of the text files need to be updated also, otherwise all the set overrides won't work. Also that stupid plant that is nearly invisible I have to fix that, that one that is "dark green".I second the "all units look dead" problem. Graphics are set to YES in init. I do not see a graphics option in d_init.
And done.
(https://i.imgur.com/EkvdiBQ.png)
What I learn from this work is "Pixel art is hard, and no one can tell me otherwise >:( "
Too bad I don't have any modding skill what so ever, so I beg anyone with a modding skill please update this tileset, I really want to play DF with these little guy again :)
Again, all credit go to Spacefox.
These look pretty awesome. I've gone ahead and integrated them with the base graphics set. Everything should work, so if it doesn't let me know and I'll try and track it down and fix it. It worked for the five or so minutes I spent messing with it. This is my first attempt at DF modding, so it may or may not all be correct.
I did check for differences in all the files between Spacefox and base DF, so new reactions and such shouldn't be broken.
Pre-installed 0.42.02 with the new graphics (http://dffd.bay12games.com/file.php?id=11404)
Standalone with the new graphics (http://dffd.bay12games.com/file.php?id=11405)
All my dwarves have the "dead" version of their tile.
Ditto on the preinstalled, though I will note that when I tried to make my own edit to get the graphics the day after 42.01 released, I did have the same dead dwarf issue. So I'd say it's definitely an issue with trying to put the graphics on top of the game instead of using the preinstalled version.
The error was me (as expected). I forgot to update my save game raws.
It looks great! ;) And thanks for trying to help.
/snipThx! The blame is mine, at least because you were too lazy to write that file, so I had to get down to it. ;D
That's the problem with just commenting out the top line you have to comment out the next ones also or you just fuck everything up. It was probably my bad but I'm just gonna blame dibujor it's his file not mine. :P Nor will he notice so all is well.
Variant for 42.04, please ???K. https://github.com/fricy/Spacefox/releases
It doesn't need to be updated again for 42.05 does it?
It doesn't need to be updated again for 42.05 does it?
Yes it does. init.txt changed.
It doesn't need to be updated again for 42.05 does it?
Yes it does. init.txt changed.
What changed about the init.txt?
. . . Apologies: I was pretty tired when I wrote that . . .
It doesn't need to be updated again for 42.05 does it?New lizards...
Hi everyone!Select Spacefox_16x16_0ther.png. LeoCean is a fan of tiny unreadable numbers. ;D
I'm having trouble trying to make numbers 1-7 of normal size (for readable designation priorities). I thought LeoCean did that before. Default version works as expected, but when I try to select another GRAPHICS_FONT through LNP, I get completely scrambled screen. What am I doing wrong?
http://imgur.com/a/39mr2
Thanks, that worked as expected!Hi everyone!Select Spacefox_16x16_0ther.png. LeoCean is a fan of tiny unreadable numbers. ;D
I'm having trouble trying to make numbers 1-7 of normal size (for readable designation priorities). I thought LeoCean did that before. Default version works as expected, but when I try to select another GRAPHICS_FONT through LNP, I get completely scrambled screen. What am I doing wrong?
http://imgur.com/a/39mr2
Hey Guys,
I'm new to DF and, since 16x16 tilesets are kind of small in my screen I made a 24x24 version for you to check out:
http://dffd.bay12games.com/file.php?id=11712 (http://dffd.bay12games.com/file.php?id=11712)
I used the waifu2x algorithm which seems to work pretty well for upscaling pixel art. Check it out and let me know of any problems. (I copied the text of a similar post in the Phoebus thread)
I saw your replies in the phoebus thread, so can we assume this is also for the 40.24 release? If so, as you asked in the phoebus thread, I'd certainly be interested in a 42.xx version of Spacefox in 24x24!
Looking at the difference between the two samples you showed in the other thread really looks great, good job!
I saw your replies in the phoebus thread, so can we assume this is also for the 40.24 release? If so, as you asked in the phoebus thread, I'd certainly be interested in a 42.xx version of Spacefox in 24x24!
Looking at the difference between the two samples you showed in the other thread really looks great, good job!
Ok! here it is for 42.05
http://dffd.bay12games.com/file.php?id=11714 (http://dffd.bay12games.com/file.php?id=11714)
I cannot check it because I only have 40.24, so let me know if works.
EDIT: I forgot to say. There is an optimum zoom level for these tiles, which is not the default zoom level. The optimum is pretty visible if you look at rocks and wall tiles. Zoom in slowly and you will notice it.
Maybe there is a quick way to get the LNP to see your version of Spacefox, will be checking into these things/options.
I'm sure as hell going to have a look. :)Maybe there is a quick way to get the LNP to see your version of Spacefox, will be checking into these things/options.
You can just drop it into the folder "LNP/graphics/Spacefox/data/art", then use that tileset from the graphics>customise tab in PyLNP. Odds are Fricy will drop them into his copy soon, and then step one will be done for you ;)
@ BlackSmokeDMax: Hmmm. Permission to tinker with it? Some tiles definetly look better with waifu2x, but hqx produces an overall smoother look.
I've been experimenting with something like this, but with the xBRZ and HQX resizing algorithms. Arclance's Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.0)'s tilebytile process produces kickass results (http://imgur.com/u6D9H8a), only problems is I lost the transparency on the text, and I couldn't figure out how to get it back... :(
I assume this question was addressed to me?/Facepalm.
That would be kickass, but would need a clean implementation. Using arclance's stuff is not easy, and requires a HUGE support library.I've been experimenting with something like this, but with the xBRZ and HQX resizing algorithms. Arclance's Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.0)'s tilebytile process produces kickass results (http://imgur.com/u6D9H8a), only problems is I lost the transparency on the text, and I couldn't figure out how to get it back... :(
If you work out a reliable combination of algorithm and settings, we could try to add an on-the-fly resizer to PyLNP - choose your desired tile size independently from tileset (plus the auto-select based on screen resolution). I'm decent with numpy array stuff, and have been intending to get better for work...
Maybe there is a quick way to get the LNP to see your version of Spacefox, will be checking into these things/options.
You can just drop it into the folder "LNP/graphics/Spacefox/data/art", then use that tileset from the graphics>customise tab in PyLNP. Odds are Fricy will drop them into his copy soon, and then step one will be done for you ;)
Maybe there is a quick way to get the LNP to see your version of Spacefox, will be checking into these things/options.
You can just drop it into the folder "LNP/graphics/Spacefox/data/art", then use that tileset from the graphics>customise tab in PyLNP. Odds are Fricy will drop them into his copy soon, and then step one will be done for you ;)
I renamed the directory that Quiet-Sun had made to Spacefox24 and then then copyied that alongside the other graphics folders in:
C:\Dwarf Fortress\PeridexisErrant's Starter Pack 0.42.04-r03\LNP\graphics
And then launched the starter pack, but it didn't seem to be picking up that new folder so I figured the folders may be hard coded into the program.
I also didn't want to start copying parts of the supplied folder into the Spacefox folder that is included seeing as there seems to be a lot of differences, none of the folder sizes within matched. I figured if I did that and got bad results I wouldn't be able to tell Quiet-Sun whether it was his work that had been off or my distinct lack of knowledge on the subject.
So you are saying I could just mix the files from his /art folder into the spacefox/data/art folder that are supplied with the starter pack without any problems? I was really worried about messing with that any of those files when I saw the vast folder size difference between the raw folders. Or are you saying I could just put the entire contents of his supplied files into the "LNP/graphics/Spacefox/data/art" and just ignore the mismatch of folder layouts?
Maybe there is a quick way to get the LNP to see your version of Spacefox, will be checking into these things/options.
You can just drop it into the folder "LNP/graphics/Spacefox/data/art", then use that tileset from the graphics>customise tab in PyLNP. Odds are Fricy will drop them into his copy soon, and then step one will be done for you ;)
I renamed the directory that Quiet-Sun had made to Spacefox24 and then then copyied that alongside the other graphics folders in:
C:\Dwarf Fortress\PeridexisErrant's Starter Pack 0.42.04-r03\LNP\graphics
And then launched the starter pack, but it didn't seem to be picking up that new folder so I figured the folders may be hard coded into the program.
I also didn't want to start copying parts of the supplied folder into the Spacefox folder that is included seeing as there seems to be a lot of differences, none of the folder sizes within matched. I figured if I did that and got bad results I wouldn't be able to tell Quiet-Sun whether it was his work that had been off or my distinct lack of knowledge on the subject.
So you are saying I could just mix the files from his /art folder into the spacefox/data/art folder that are supplied with the starter pack without any problems? I was really worried about messing with that any of those files when I saw the vast folder size difference between the raw folders. Or are you saying I could just put the entire contents of his supplied files into the "LNP/graphics/Spacefox/data/art" and just ignore the mismatch of folder layouts?
The graphics packs are not hardcoded, but they are tested for validity - so I'd guess there's a problem somewhere that led to it not being displayed. I don't have time for detailed troubleshooting, sorry.
You had the right idea to avoid messing around in the /raw/ folder. However /data/art/ is safe; you can just add the images from his supplied folder to the existing spacefox /data/art/ (this is what Fricy will do) and then use the PyLNP customise tab.
If you work out a reliable combination of algorithm and settings, we could try to add an on-the-fly resizer to PyLNP - choose your desired tile size independently from tileset (plus the auto-select based on screen resolution). I'm decent with numpy array stuff, and have been intending to get better for work...
That would be kickass, but would need a clean implementation. Using arclance's stuff is not easy, and requires a HUGE support library.
Altought this (https://gist.github.com/sfan5/7827430) is the first search result for "python xbrz" Hmm.
Do you mean as part of PyLNP when the person selects a graphic set? or do you mean as a substitute to DF linear interpolation when people zoom in and out? The first one should not be too difficult, the second one would be insanely awesome. Do we have access to DF renderer module?The first. The second would need active contribution (and/or partial open-sourcing) from Toady, which he declared he doesn't want. :(
Yes I saw it too! I actually inteded to use xBRZ, but right now I'm quite busy with work so in the end went for a quick resize with Weifu2x (which already has an online tool).I'm not sure how I feel after playing around with arclance's hqx, some tiles look better in game with his method, some are definitely better with yours, and the lost transparency is a major kill for other tiles. Damn it, it should support alpha channel, but can't make it work properly neither on windows, nor on osx. :(
EDIT: Looking online I saw that an older DF visual source code is available:Yeah, that's the one, Baughn rewrote the DF engine some time ago, and last I heard he was willing to work on implementing some missing features, and fix some bugs, but of course he needs source access, which is not going to happen... Second best man to pitch the idea to is mifki who wrote the twbt plugin (http://www.bay12forums.com/smf/index.php?topic=138754.0) which hacks the renderer using dfhack to support tile overrides, multilevel, etc.
https://github.com/Baughn/Dwarf-Fortress--libgraphics-
I wrote an email to Baughn to see if we could get the newer version. I think that if we incorporate xBRZ to DF, then no one would ever have to fool around with tilesizes :) It should not be impossible. After all, people have already done it for NES and SNES emulators.
Do you mean as part of PyLNP when the person selects a graphic set? or do you mean as a substitute to DF linear interpolation when people zoom in and out? The first one should not be too difficult, the second one would be insanely awesome. Do we have access to DF renderer module?The first. The second would need active contribution (and/or partial open-sourcing) from Toady, which he declared he doesn't want. :(
We have access to the renderer, the one you already linked to (Baughn). Unfortunately it doesn't help much, we can't replace it with a newer one on win/osx, but I heard it's possible to replace it linux.
QuoteEDIT: Looking online I saw that an older DF visual source code is available:Yeah, that's the one, Baughn rewrote the DF engine some time ago, and last I heard he was willing to work on implementing some missing features, and fix some bugs, but of course he needs source access, which is not going to happen... Second best man to pitch the idea to is mifki who wrote the twbt plugin (http://www.bay12forums.com/smf/index.php?topic=138754.0) which hacks the renderer using dfhack to support tile overrides, multilevel, etc.
https://github.com/Baughn/Dwarf-Fortress--libgraphics-
I wrote an email to Baughn to see if we could get the newer version. I think that if we incorporate xBRZ to DF, then no one would ever have to fool around with tilesizes :) It should not be impossible. After all, people have already done it for NES and SNES emulators.
QuoteYes I saw it too! I actually inteded to use xBRZ, but right now I'm quite busy with work so in the end went for a quick resize with Weifu2x (which already has an online tool).I'm not sure how I feel after playing around with arclance's hqx, some tiles look better in game with his method, some are definitely better with yours, and the lost transparency is a major kill for other tiles. Damn it, it should support alpha channel, but can't make it work properly neither on windows, nor on osx. :(
Which one doesn't support the alpha channel? this one: https://gist.github.com/sfan5/7827430 ? The Weifu2x resizing that I did retains transparency.The hqx based Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.0). It fails both on windows and mac, but for different reasons.
The hqx based Tileset Resizer (http://www.bay12forums.com/smf/index.php?topic=87196.0). It fails both on windows and mac, but for different reasons.
I can use the xBRZ/ScalerTest (http://sourceforge.net/projects/xbrz/files/ScalerTest.zip) to double up to 32x32px retaining transparency with excellent results, but then I have to go to 24x24, and I haven't found anything that would be good enough, and I tried a LOT of apps. Best results are produced by the tile-by-tile method of the Tileset resizer, it splits the image into tile size chunks, resizes each, and stiches the image back together. It beats everything I tried...except transparency is broken for some reason, even though it should work. :'(
It may be possible, but right now I don't see how. There are some technical difficulties.
Also, it has the fucking GPL license...
Another thing, unless you want to zoom to fixed 2x/3x/... scales only, there will still be resizing done in OpenGL. So, what can be done is to have pre-scaled images for 2x/3x, and then TWBT can switch between then when zooming, choosing the closest scale.
It may be possible, but right now I don't see how. There are some technical difficulties.
Also, it has the fucking GPL license...
What's wrong with the GPL license?
Hi everyone!Select Spacefox_16x16_0ther.png. LeoCean is a fan of tiny unreadable numbers. ;D
I'm having trouble trying to make numbers 1-7 of normal size (for readable designation priorities). I thought LeoCean did that before. Default version works as expected, but when I try to select another GRAPHICS_FONT through LNP, I get completely scrambled screen. What am I doing wrong?
http://imgur.com/a/39mr2
Any chance anyone has a working version for 42.06? I miss my Spacefox and I suck at installing graphics myself.
Personal note... I do not like the edits to spacefox.... the raws are jacked up something awful... I copied and pasted r4 of those over too. They made more sense. The r5 version has floor grates for gypsum and a few other rock layer walls... and bauxite looks like a constructed floor. And that's just the start of it.... r4 raws were better. Otherwise this has been the best build yet. I've had 0 crashes and very little for lag at 100+citizens 50+ critters, an invasion of 50+ undead with a dozen or so necros...
Nopal, I was curious about all your most May 30th edits to the /raw/objects/ files. Specifically, to these files:
Were those changed intentional?
Fortress Tour:Spoiler (click to show/hide)
What tiles are missing?
I'm guessing you are wanting to use the latest version of Spacefox with Dwarf Fortress v0.43.03. In your Lazy Newb Pack, open the /LNP/graphics/Spacefox/ folder. Delete the data folder. Then open the "raw" folder and delete the graphics folder. We're going to leave the "objects" folder there to keep it compatible with DF v0.43.03.
Then go to the Spacefox releases page (https://github.com/DFgraphics/Spacefox/releases) and download the latest version of Spacefox (by clicking on the "Source code" link. Then unzip it and use its contents to replace the two folders you deleted.
Thanks for the report.
In /LNP/graphics/Phoebus/, open the /raw/graphics/ folder and grab "graphics_doren_04204.txt" and the "doren" folder. Put those both into Spacefox's /raw/graphics/ folder. Then open the Lazy Newb Pack launcher and double-click Spacefox to reinstall it.
I make these four sprites just in case
(http://i.imgur.com/ujUfOjj.png)
-Skink
-Stray Giant Tiercel
-Stray Fox
-Stray Baby Fox
I probably should mention that I have those animals in cages built in my halls. I dont think thats the problem though, because some other animals work fine, although the cages are in the stockpile.
Do you think maybe the problem has to do with the TWBT mode?
@Nopal
What software are you using to create those?
I used GIMP.
https://www.gimp.org/
Hi, I make another small graphical update in the GitHub (https://github.com/DFgraphics/Spacefox).
As for your main problem, my guess is that you didn't update the save file graphics (i.e. you generated a world save prior to switching to spacefox). Whether the LNP was supposed to take care of that for you or not, I don't know.
I have absolutely no idea on how tilesets work, aside from the raws point to a particular point on the graphics image. That said, could someone tell me how one does that for doors? The green glass doors in my fort don't have a graphic where-as all the metal ones and wood ones do, so I was hoping to be able to set the glass ones to the same image as wood doors (I like it more than the metal ones) and just colour them green. I thought I'd be able to do so on my own, but I can't for the life of me find where door graphics are set.
[OVERRIDE:15:I:DOOR:DOOR::leocean:197] #artifact gem door
[OVERRIDE:79:I:DOOR:DOOR::leocean:197] #glass portal
Doesn't work, unfortunately. Didn't break my game either, just isn't changing the door sprites.I have absolutely no idea on how tilesets work, aside from the raws point to a particular point on the graphics image. That said, could someone tell me how one does that for doors? The green glass doors in my fort don't have a graphic where-as all the metal ones and wood ones do, so I was hoping to be able to set the glass ones to the same image as wood doors (I like it more than the metal ones) and just colour them green. I thought I'd be able to do so on my own, but I can't for the life of me find where door graphics are set.
They don't seem to be set at all in the overrides in Spacefox (in my LNP copy). As far as I can see anyway. They exist in some lines, but are commented out. Only the metal and wood doors are defined.
Try navigating to the data/init/ folder and find overrides.txt
Add the following lines and save.Code: [Select][OVERRIDE:15:I:DOOR:DOOR::leocean:197] #artifact gem door
[OVERRIDE:79:I:DOOR:DOOR::leocean:197] #glass portal
It sets both glass and gem doors to display the wooden door tile. Colors should be predefined by the material it is made of. If it doesn't work, just remove the lines again. I can not test it as I don't have a fort with glass portals.
Glass doors are a thing in the overrides? In say Mephs new one? Or maybe glass doors are new, I don't think I heard of them before.I have no idea if anyone else has managed to change the sprites, I usually just use Spacefox because it's my preferred one. Pretty sure glass doors have been in the game awhile, they're just not commonly used. I was trying them out since my fort has sand by the bucketload but hasn't got a lot of trees.
# artifact gem doors
[OVERRIDE:15:I:DOOR:DOOR::_MDF_overrides_1:185]
#glass portal
[OVERRIDE:79:I:DOOR:DOOR::_MDF_overrides_1:185]
# artifact gem doors
[OVERRIDE:15:B:DOOR:Door::_MDF_overrides_1:185:15]
#glass portal
[OVERRIDE:79:B:DOOR:Door::_MDF_overrides_1:185:12]
Glass doors are a thing in the overrides? In say Mephs new one? Or maybe glass doors are new, I don't think I heard of them before.
EDIT: Had a look at Meph's tileset that's in LNP and it is indeed there - changed the graphics over and that override seems to be working, so no idea why the Spacefox one isn't. The override in Meph's is written asCode: [Select]# artifact gem doors
[OVERRIDE:15:I:DOOR:DOOR::_MDF_overrides_1:185]
#glass portal
[OVERRIDE:79:I:DOOR:DOOR::_MDF_overrides_1:185]
# artifact gem doors
[OVERRIDE:15:B:DOOR:Door::_MDF_overrides_1:185:15]
#glass portal
[OVERRIDE:79:B:DOOR:Door::_MDF_overrides_1:185:12]
#artifact gem doors
[OVERRIDE:15:I:DOOR:DOOR::leocean:197]
#glass portal
[OVERRIDE:79:I:DOOR:DOOR::leocean:197]
# artifact gem doors
[OVERRIDE:15:B:DOOR:Door::leocean:197]
#glass portal
[OVERRIDE:79:B:DOOR:Door::leocean:197]
Hey that worked! Great success, I now have green coloured doors instead of 0s. Thanks!
EDIT: Had a look at Meph's tileset that's in LNP and it is indeed there - changed the graphics over and that override seems to be working, so no idea why the Spacefox one isn't. The override in Meph's is written asCode: [Select]# artifact gem doors
[OVERRIDE:15:I:DOOR:DOOR::_MDF_overrides_1:185]
#glass portal
[OVERRIDE:79:I:DOOR:DOOR::_MDF_overrides_1:185]
# artifact gem doors
[OVERRIDE:15:B:DOOR:Door::_MDF_overrides_1:185:15]
#glass portal
[OVERRIDE:79:B:DOOR:Door::_MDF_overrides_1:185:12]
Hm. I forgot you had to define both stockpile (I) and built (B) tiles. Try the following:Code: [Select]#artifact gem doors
[OVERRIDE:15:I:DOOR:DOOR::leocean:197]
#glass portal
[OVERRIDE:79:I:DOOR:DOOR::leocean:197]
# artifact gem doors
[OVERRIDE:15:B:DOOR:Door::leocean:197]
#glass portal
[OVERRIDE:79:B:DOOR:Door::leocean:197]
Nice! Looks like Spacefox has new profession graphics four all the major races now.it's all a little too cute for me, but it got a steady style that all fits together - even if it's too cute for my taste :)
And those crabs are pretty cute too!
"Cute" seems like the main theme of this pack.i know and i just wanted to point out it being great art and great work, but not my taste.
(http://i.imgur.com/IdvqP84.png)
The most adorfable dwarves here.
This seems to be a lack of TWBT, not a bug. As if the entire plugin wasn't running.That's weird. You can see multi-level rendering in the first screenshot, which is (as far as I know) a TWBT feature. All the menus also looked so crisp that I could've sworn TWBT was enabled. Is it possible that the workshop sprites have gone missing somehow while everything else works?
Oh, yeah, if multilevel works, then TWBT is active.Yeah. I did some digging in the assets. Found out that the LNP graphics directory had all the twbt files under separate directories (see pic). I moved the contents of those directories into the art and init directories above them, and things seem to work now. It's possible I fucked something up myself, but I suspect it might've been a problem in the starter pack.
Do you have an overrides.txt in data/init? That's where TWBT is told which tiles to pick for new objects. Sorry I can't be of more help, I haven't used Spacefox, so I'm not entirely sure how it should look when everything works correctly.
My gypsum walls look like this:Spoiler: gypsum screenshot (click to show/hide)
Is this a bug in the tileset?
EDIT: Also, is this bee sprite something transparency can be applied to?
(https://i.imgur.com/mMLwKiS.png)
I'm not sure. If it's a bug, it's been there for several years. It looks like Gypsum and the three stones that can be found within Gypsum all use this tile in Spacefox. Nopal might know more about what things are supposed to look like.wa... what do you think about this one?
The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:This will give you dwarves and creatures without the background around them.
- Open the /LNP/Graphics/Spacefox/ folder.
- Copy the contents of the /data/twbt_art/ folder to the /data/art/.
- Copy the contents of the /data/twbt_init/ folder to the /data/init/.
- Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
- Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
- Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init (https://github.com/DFgraphics/Spacefox/raw/master/onLoad_gfx_Spacefox.init)
- Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
- Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.
Is there still someone updating this?
The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:This will give you dwarves and creatures without the background around them.
- Open the /LNP/Graphics/Spacefox/ folder.
- Copy the contents of the /data/twbt_art/ folder to the /data/art/.
- Copy the contents of the /data/twbt_init/ folder to the /data/init/.
- Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
- Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
- Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init (https://github.com/DFgraphics/Spacefox/raw/master/onLoad_gfx_Spacefox.init)
- Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
- Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.
@jocke the beast: Afaik the tileset should work flawlessly with the current DF version (44.12).
Hey everyone. First a big think to this magnificent tileset !
I'm using the PeridexisErrant's starter pack (lazy newb pack) and I installed the Spacefox graphics, but my up/down staircases appear like an x, and not like beautiful staircases I see in various videos using the same pack. Someone could help? I tried to download the latest pack and install it via LNB, but same, didn't work...
Cheers ! <3
Hey everyone. First a big think to this magnificent tileset !
I'm using the PeridexisErrant's starter pack (lazy newb pack) and I installed the Spacefox graphics, but my up/down staircases appear like an x, and not like beautiful staircases I see in various videos using the same pack. Someone could help? I tried to download the latest pack and install it via LNB, but same, didn't work...
Cheers ! <3
See here: http://www.bay12forums.com/smf/index.php?topic=126076.msg8197619#msg8197619 (just substitute Spacefox for Phoebus)